koz0r Posted April 19, 2021 Posted April 19, 2021 Anyone has a Idea? I have the Problem that i can´t use 2+ People Animation. Ever i mark 3 Chars and start an Threesome Animation only Reciever and the First Actor is in the Animation and the third one is not effectet
Psalam Posted April 19, 2021 Posted April 19, 2021 31 minutes ago, koz0r said: Anyone has a Idea? I have the Problem that i can´t use 2+ People Animation. Ever i mark 3 Chars and start an Threesome Animation only Reciever and the First Actor is in the Animation and the third one is not effectet 1) Where do you "mark 3 chars"? 2) What animation mods do you have? Do you have SexLab Animation Loader?
koz0r Posted April 19, 2021 Posted April 19, 2021 19 minutes ago, Psalam said: 1) Where do you "mark 3 chars"? 2) What animation mods do you have? Do you have SexLab Animation Loader? Use SL Tools Patched and yes i use Animation Loader, i complete Reinstall SL and try it with the Basic Threesame Animation from the SL Install Kit
Psalam Posted April 19, 2021 Posted April 19, 2021 3 minutes ago, koz0r said: Use SL Tools Patched and yes i use Animation Loader, i complete Reinstall SL and try it with the Basic Threesame Animation from the SL Install Kit Try loading an animation kit with a threesome (e.g., Billyy or Leito) and see if you get better results. Be certain that you register the new animations through SLAL before you try to use them.
OsmelMC Posted April 20, 2021 Posted April 20, 2021 22 hours ago, koz0r said: Anyone has a Idea? I have the Problem that i can´t use 2+ People Animation. Ever i mark 3 Chars and start an Threesome Animation only Reciever and the First Actor is in the Animation and the third one is not effectet You don't tell what way you use to start the Animation so I will guess. 1. The SexLab Debug spells and the test Animation option work just with two characters so is pointless try it. 2. The original SexLab MatchMaker required from you "athletic fingers" to cast the spell in time because once you cast the first spell you have less than 5 seconds to cast it on all the Actors. To try 3 some Animation I usually place the Actors together before use the spells just to don't waste time aiming. 3. The "SexLab Mass MatchMaker" have the area spell that is perfect to try more than 2 actors animation because select all the Actors around the impact of the spell. Are not many mods that start Animations with more than 2 Actors. You can try the "SexLab Add Actor" Mod (SLAA) that allow add Actors to the currently playing Animation.
Nymra Posted April 20, 2021 Posted April 20, 2021 5 minutes ago, osmelmc said: 3. The "SexLab Mass MatchMaker" have the area spell that is perfect to try more than 2 actors animation because select all the Actors around the impact of the spell. I suggest to toggle manual select in the Mass Match Maker MCM so you can easily choose all the required actors from a small menue in the time you need. its not meant for gameplay but animation review. you can even set the required tags in the MCM
tasairis Posted April 20, 2021 Posted April 20, 2021 4 hours ago, osmelmc said: 2. The original SexLab MatchMaker required from you "athletic fingers" to cast the spell in time because once you cast the first spell you have less than 5 seconds to cast it on all the Actors. To try 3 some Animation I usually place the Actors together before use the spells just to don't waste time aiming. Patched. 2
PegasusKoga Posted April 21, 2021 Posted April 21, 2021 Yay, i get to sound like a broken record again, this time for the Special Edition of Enderal Forgotten Stories found on Steam. This is my tune: is anyone using SexLab in Enderal SE and can confirm it is possible to use it out of the box with that game? I know the Oldrim version required a patch to work with Sexlab but i'm unsure about this version.
tasairis Posted April 21, 2021 Posted April 21, 2021 1 hour ago, PegasusKoga said: Yay, i get to sound like a broken record again, this time for the Special Edition of Enderal Forgotten Stories found on Steam. This is my tune: is anyone using SexLab in Enderal SE and can confirm it is possible to use it out of the box with that game? I know the Oldrim version required a patch to work with Sexlab but i'm unsure about this version. mcnv has said it seems to, and that so far it's just SOS that needs any patching. 1
Vyxenne Posted April 21, 2021 Posted April 21, 2021 On 4/20/2021 at 8:45 AM, osmelmc said: The original SexLab MatchMaker required from you "athletic fingers" to cast the spell in time because once you cast the first spell you have less than 5 seconds to cast it on all the Actors. @tasairis made a new Matchmaker script such that it will now wait until you lower your hands (exit combat stance) after casting Irresistibly Attractive (Target and/or Self) before proceeding with the animation. This has completely transformed Matchmaker's usefulness, making it a pleasure to use instead of a timed challenge. My problem now is that I can't find the new script on the Matchmaker page, and I don't remember where he responded to me in it by posting the script! However, since he posted it publicly, I can give you my copy that I downloaded from wherever. Matchmaker Timer Increase Script.7z I repackaged it for drag-n-drop installation- just drop the entire 7z archive into Vortex's "Drop files here" area and hit Install, or follow the "import file" procedure for whatever other mod mangler you're using. EDIT: Just found where Tasairis has already responded to this. Sorry for the duplication. 2
PegasusKoga Posted April 21, 2021 Posted April 21, 2021 1 hour ago, tasairis said: mcnv has said it seems to, and that so far it's just SOS that needs any patching. Awesome, thanks for letting me know.
tasairis Posted April 21, 2021 Posted April 21, 2021 16 hours ago, Vyxenne said: EDIT: Just found where Tasairis has already responded to this. Sorry for the duplication. New page of the thread so what I said is now lost to time.
Just Don't Posted April 22, 2021 Posted April 22, 2021 3 hours ago, ok why not said: why did it not work on my game? You probably did something wrong or didn't do something required. It would be easier to pinpoint the something if you were more specific about your situation. Which other mods do you have, did you install the requirements, how did you install the mods in question (mod manager, install method), what's the problem in particular (game not loading, game doesn't show the mod, in game install can't be completed, animations don't show properly, game crashes when doing x...), just to give you an idea of what info you can give so others can help you.
ruddycray Posted April 24, 2021 Posted April 24, 2021 Any suggestions on things to try if I intermittently have characters stand in place? Seems to have just started happening for me within the last day or so, and when it happens SexLab controls for advancing the scene or changing animations don't work. My first thought was that I changed something in my mod that made the scenes stop working, but I've rolled back to a much older version, and it still happens. Things I have tried: Re-run FNIS. Not likely the problem because the animations usually work, so it is not that they aren't registered at all. Roll my mod way back to rule out any recent changes I have made. Still happens. I have not received any reports from users of the version I rolled back to about this behavior. Not likely to be anything I did recently for my mod. Reinstall SSE completely, delete all Vortex data related to SSE, and install a minimal mod list fresh: SKSE64, SexLab, XPMSE, CBBE, FNIS XXL and Creature Pack, RaceMenu. Reinstall SSE completely, use MO2 instead of Vortex with a minimal mod list, installed fresh. Roll back to SKSE64 2.0.0.17. Rule out problems with SOS, because my most recent additions to my mod list were add-ons for it. The problem happens with or without the add-ons and with or without SOS altogether. I might also try installing everything without a mod manager, but I don't really expect it to make any difference, and I'm pretty well out of ideas on what to try next. It's weird because I feel like I would have noticed something like this before now if it had been happening all along, but I can't pinpoint anything that I've done that could have caused it. The only common thing I have noticed when it happens is that it seems to involve characters having to travel to get to the place where they will fuck. All the times it's happening for my mod involve a CenterOn reference, and it seems much more likely to happen if the travel takes extra time. I also had it happen in Enderal during a Defeat scene where the attacker took a long time to get to me.
ruddycray Posted April 24, 2021 Posted April 24, 2021 OK, it's looking more and more likely that it's the travel that's the issue. I turned off the "Disable Starting Teleport" option and it hasn't happened for 6 or 7 animations, where before I could get it to happen within 2. Still weird that I never noticed it before. I don't think I'd turned that option off before.
oneidax@live.com Posted April 25, 2021 Posted April 25, 2021 On 1/12/2018 at 9:23 PM, Ashal said: Beta build is for Skyrim Special Edition only More details on the version/beta coming later when I have more time. For now, I just want to get the beta out there for testing. So here it is. Non-SE users will likely have to wait until release for 1.63. I have no plans right now to release a non-SE version of the beta. Requirements: Skyrim SE 1.5.97 SKSE SE v2.0.17 SkyUI SE Changes since 1.62: Added a caching system to animation searches Increased animation slots to 750, decreased voice/expression slots to 375. A new scaling fix that finally solves the issue with some actors/creatures randomly changing sizes when animating (enabled by default) (partially implemented) a new hook system for developers that don't work on events, allowing them to fully complete their hook function before the thread continues. Solves some sync issues with more complicated or timing sensitive hooks. Some other stuff I'm surely forgetting because it's been a long time. Beta 2 Hotfix: Updated SexLabUtil.dll and PapyrusUtil.dll to the new version of SKSE (2.0.7) Removed references to Oldrim scripts (NiOverride and MfgConsoleFunc) to fix compile issues Some minor tweaks here and there Beta 3: Updated SexLabUtil.dll and PapyrusUtil.dll to the new version of SKSE (2.0.8) Fixed most of the slowdown at animation startup Fixed disabled animations still getting used for awhile afterward Some minor tweaks here and there Beta 4: Updated SexLabUtil.dll and PapyrusUtil.dll to the SKSE 2.0.10 Beta 5: Updated SexLabUtil.dll and PapyrusUtil.dll to the new version of SKSE (2.0.11 or 2.0.12) Skyrim SE, version 1.5.62 only Re-added all high heel options in the MCM. Beta 6: Updated SexLabUtil.dll and PapyrusUtil.dll to the new version of SKSE (2.0.15) Skyrim SE, version 1.5.73 only Beta 7: Updated SexLabUtil.dll and PapyrusUtil.dll to the new version of SKSE (2.0.16) Skyrim SE, version 1.5.80 only Re-enabled HDT Heels detection A few minor bug fixes Beta 8: Updated SexLabUtil.dll and PapyrusUtil.dll to the new version of SKSE (2.0.17) Skyrim SE, version 1.5.97 only Known Issues: Animations take longer to start than normal right now. Other Notes: Animation packs from non-SE version have to have their animations converted to 64 bit in order to work. This can be easily automated and done quickly by the pack developers. All existing basic mods should work as is as far as I know. As long as they don't require any other SKSE plugins that haven't yet been converted. This means Devious Devices and its mods won't work until DD gets its SKSE plugin updated. I haven't fully tested a lot of the plugin in SE beyond making sure basic functionality works. So submitting bug reports are critical here. Download: FULL Beta 8 Archive: (MEGA Mirror) SexLabFrameworkSE_v163_BETA8.7z 68.57 MB · 376,798 downloads UPDATE for beta 7 to beta 8: (MEGA Mirror) SexLab_v163_UPGRADE_beta7_TO_beta8.zip 1.3 MB · 11,714 downloads Old version: Hide contents For Skyrim 1.5.80 (MEGA Mirror) SexLabFrameworkSE_v163_BETA7.7z 67.99 MB · 80,790 downloads For Skyrim 1.5.73 (MEGA Mirror) SexLabFrameworkSE_v163_BETA6.7z 67.99 MB · 37,997 downloads For Skyrim 1.5.62 SexLabFrameworkSE_v163_BETA5.7z 67.99 MB · 39,298 downloads
oneidax@live.com Posted April 25, 2021 Posted April 25, 2021 Just now, oneidax@live.com said: My sexlab framework seems to be missing PapyrusUtil.dil and SexLabUtil.dil. I downloaded sexlab framework v 1.63 but it's not working. Can someone please help me?
Just Don't Posted April 25, 2021 Posted April 25, 2021 1 hour ago, oneidax@live.com said: My sexlab framework seems to be missing PapyrusUtil.dil and SexLabUtil.dil. I downloaded sexlab framework v 1.63 but it's not working. Can someone please help me? Download it harder. (in all seriousness, verify you're downloading the full file, not just the update one, and check if the download/install completes properly, I can't think of other reasons for getting missing files, antivirus interrupting the install perhaps? I doubt it tho).
Emrek Posted April 25, 2021 Posted April 25, 2021 Not the best place to ask, maybe, but is there a way of automatically making the PC transparent (AKA into a ghost) when the animation starts and then solid again when it ends? I have seen items (a helm from LotD and a potion from the barrow east of Ivarstead) that apply this visual effect to the player, but was wondering if it could be made automatic when the animation starts. Or if anyone knows of an existing mod that does this, could they simply direct me there. I've tried searching LL, but so far found nothing.
Guest Posted April 25, 2021 Posted April 25, 2021 soon i get into the Game Nothing shows up, Could someone please tell me what can be the Reason, when i have SexLab Framework SE 1.63 - BETA 8 - November installed all correct with ^_^ if anyone can help out ^_^
Emrek Posted April 25, 2021 Posted April 25, 2021 On 4/13/2021 at 7:42 PM, Vyxenne said: Yes, that would be my suggestion as well. No need to use Google Search, where the Sexlab chunk of Github is the very first result... That would be too easy, right? And (*shivers in horror at the thought*) it would deprive you of another opportunity to whine... So yeah, by all means, search all of GitHub and let us know how tedious and annoying you are the process is. Interesting. While those two words did give me the same link, I don't see "About 40,000 results (0.68 seconds)" Instead, I see "About 25,900 results (0.40 seconds)". Some reason I am getting a third fewer results than you are. Makes me wonder if what I typically look for ends up lost in the 1/3rd extras that others see which I do not. I've noticed a similar thing on LL and Nexus when doing a search. Often I can only find a known mod if I jump around on related links. The search engines (Google, LL and Nexus) don't seem to be showing me all the results. And before you ask, I don't have any filters enabled for any of the three search engines. However, what I was actually referring to was the mass of fruitless wandering that would result if I went to the site first and then randomly clicked on links trying to find the mod. That is usually what I end up having to do and github is a huge server. It is the method I had to use to find THIS forum. The LL search engine does NOT find this mod or this forum for me. Which is odd considering that probably 95% of the mods on LL require it in some way. Another problem is that that first github link takes you to a page which lists the files in the mod, but aren't in any type of easily downloadable zip. Good to see if you are wondering what is in it, but you have to manually download two thousand 200k (average) files and then manually install each of them. So while yes, Google did give me that same result, I am not sure if I want to spend the month or two locating, downloading and installing each of them. Thank you, but I guess I will just do without until a new public version is released. I just NOW saw this reply 12 days later by scrolling backwards through the forum a bit. If there are notifications for new or replied messages, I am not seeing those. Another way that LL is messed up I guess.
pinky6225 Posted April 25, 2021 Posted April 25, 2021 21 minutes ago, Emrek said: Interesting. While those two words did give me the same link, I don't see "About 40,000 results (0.68 seconds)" Instead, I see "About 25,900 results (0.40 seconds)". Some reason I am getting a third fewer results than you are. Makes me wonder if what I typically look for ends up lost in the 1/3rd extras that others see which I do not. I've noticed a similar thing on LL and Nexus when doing a search. Often I can only find a known mod if I jump around on related links. The search engines (Google, LL and Nexus) don't seem to be showing me all the results. And before you ask, I don't have any filters enabled for any of the three search engines. However, what I was actually referring to was the mass of fruitless wandering that would result if I went to the site first and then randomly clicked on links trying to find the mod. That is usually what I end up having to do and github is a huge server. It is the method I had to use to find THIS forum. The LL search engine does NOT find this mod or this forum for me. Which is odd considering that probably 95% of the mods on LL require it in some way. Another problem is that that first github link takes you to a page which lists the files in the mod, but aren't in any type of easily downloadable zip. Good to see if you are wondering what is in it, but you have to manually download two thousand 200k (average) files and then manually install each of them. So while yes, Google did give me that same result, I am not sure if I want to spend the month or two locating, downloading and installing each of them. Thank you, but I guess I will just do without until a new public version is released. I just NOW saw this reply 12 days later by scrolling backwards through the forum a bit. If there are notifications for new or replied messages, I am not seeing those. Another way that LL is messed up I guess. Click the code button, click the download zip option seems to work That said you would probably just be better using the version on the first post of this thread until ashal makes it offical
Just Don't Posted April 25, 2021 Posted April 25, 2021 5 hours ago, Emrek said: Interesting. While those two words did give me the same link, I don't see "About 40,000 results (0.68 seconds)" Instead, I see "About 25,900 results (0.40 seconds)". Some reason I am getting a third fewer results than you are. Makes me wonder if what I typically look for ends up lost in the 1/3rd extras that others see which I do not. I've noticed a similar thing on LL and Nexus when doing a search. Often I can only find a known mod if I jump around on related links. The search engines (Google, LL and Nexus) don't seem to be showing me all the results. And before you ask, I don't have any filters enabled for any of the three search engines. However, what I was actually referring to was the mass of fruitless wandering that would result if I went to the site first and then randomly clicked on links trying to find the mod. That is usually what I end up having to do and github is a huge server. It is the method I had to use to find THIS forum. The LL search engine does NOT find this mod or this forum for me. Which is odd considering that probably 95% of the mods on LL require it in some way. Another problem is that that first github link takes you to a page which lists the files in the mod, but aren't in any type of easily downloadable zip. Good to see if you are wondering what is in it, but you have to manually download two thousand 200k (average) files and then manually install each of them. So while yes, Google did give me that same result, I am not sure if I want to spend the month or two locating, downloading and installing each of them. Thank you, but I guess I will just do without until a new public version is released. I just NOW saw this reply 12 days later by scrolling backwards through the forum a bit. If there are notifications for new or replied messages, I am not seeing those. Another way that LL is messed up I guess. You have a very weird concept of how to surf the World Wide Web. You don't need to search hundreds of pages on a forum thread for updates on a file. You don't need to go through 40k or 60k of results to find what you really want, most of the times that stuff is in the first page of results. Sure, this website's search function isn't very convenient, that's why most people get by using google or other search engines. A simple "<mod name> + loverslab" is enough to find any mod if you know part of the name. For other searches you can skim through the download sections or check the pinned threads in each major forum section (ex. for sexlab mods, you go to "Downloads - Sexlab Framework SE" and check the pinned thread and you find this post). For SE mods in particular there are two threads listing nearly every mod made or compatible with SE from here (blue links in my signature or find them as pinned threads). About github: learn to navigate the website or ditch the idea of using dev builds, you don't need to anyways. Forum notifications: there are, you just need to configure your forum account so you receive exactly the kind of notifications you want to see. In the top bar click in your user name, select "Account Settings" and find the "Notification Settings" option, there you can enable/disable different notifications. And again, this is part of learning to use the features of the website you're using. About your other request for transparency: closest thing would be apply the spectral-like effect from the spells/item you mention and tie it as an effect for when SL animations start in SL Triggers (try googling "loverslab SL triggers"). Weirdly enough this is an option in the framework for Oblivion, but I don't recall seeing it implemented in the same way for this framework. So you'll have to look around a bit to implement it yourself.
OsmelMC Posted April 25, 2021 Posted April 25, 2021 On 4/24/2021 at 12:22 PM, ruddycray said: OK, it's looking more and more likely that it's the travel that's the issue. I turned off the "Disable Starting Teleport" option and it hasn't happened for 6 or 7 animations, where before I could get it to happen within 2. Still weird that I never noticed it before. I don't think I'd turned that option off before. Some mod must be trying to take the control of the actor when the scene is starting and probably the time lost on the walking increase the chance of the incompatibility.
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