Jump to content

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


Recommended Posts

6 hours ago, Vyxenne said:

It's getting harder and harder to find something that still needs fixing! Great job and well appreciated. ?

Tell me about it!

1 year ago I use to have at less 3 new request on my thread between version release of the "SexLab Utility Plus". Now I'm mostly working on the pending things of my "To Do" list. But each new addition open the door for new possibilities and like I use to say "The imagination is the limit" so more updates are expected before reach the "Real Humans Porn" level.

Link to comment

Hi all. I have errors such as this repeating in my log. Anyone know what the cause might be?:

 

[05/01/2021 - 04:50:08PM] Error: Invalid expression - must be in the rage of 0 to 16, inclusive
stack:
    [ (37007C00)].Actor.SetExpressionOverride() - "<native>" Line ?
    <unknown self>.sslBaseExpression.ApplyPresetFloats() - "sslBaseExpression.psc" Line ?
    [alias RegistrySlot367 on quest SexLabQuestRegistry (080664FB)].sslBaseExpression.ApplyPhase() - "sslBaseExpression.psc" Line ?
    [alias RegistrySlot367 on quest SexLabQuestRegistry (080664FB)].sslBaseExpression.Apply() - "sslBaseExpression.psc" Line ?
    [alias ActorAlias003 on quest SexLabThread00 (08061EEF)].sslActorAlias.RefreshExpression() - "sslActorAlias.psc" Line ?
    [alias ActorAlias003 on quest SexLabThread00 (08061EEF)].sslActorAlias.SyncThread() - "sslActorAlias.psc" Line ?
    [alias ActorAlias003 on quest SexLabThread00 (08061EEF)].sslActorAlias.SyncAll() - "sslActorAlias.psc" Line ?
    [alias ActorAlias003 on quest SexLabThread00 (08061EEF)].sslActorAlias.StartAnimating() - "sslActorAlias.psc" Line ?
[05/01/2021 - 04:50:08PM] Error: Invalid expression - must be in the rage of 0 to 16, inclusive

 

 

Cheers! 

Link to comment
2 hours ago, blackfoxkitsune said:

:/ fun bug using Vortex, my SKSE is the one directly from the SKSE site (lit a clean install today) 

Why does it say SexlabFramework_v162_FULL.7z? That's the LE file. You should get the actual SE version (it's an attached file at the end of the fist post here) and remove the one you already have.

Link to comment

 

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

Why does it say SexlabFramework_v162_FULL.7z? That's the LE file. You should get the actual SE version (it's an attached file at the end of the fist post here) and remove the one you already have.

and NOW you get my "wtf" feeling. i have LE but on a different drive I have SE on a bigger drive, but for what ever reason Vortex is ignoring the SE version and going for the one from the OTHER drive. (I have SE on drive E and LE on drive C) as you can see Vortex is also routing to drive C when it should be going to E. so there is a lot of twilight zone crazyness going on.

Link to comment
8 hours ago, blackfoxkitsune said:

 

and NOW you get my "wtf" feeling. i have LE but on a different drive I have SE on a bigger drive, but for what ever reason Vortex is ignoring the SE version and going for the one from the OTHER drive. (I have SE on drive E and LE on drive C) as you can see Vortex is also routing to drive C when it should be going to E. so there is a lot of twilight zone crazyness going on.

That sounds like a your-Vortex problem. Not a this-mod problem. I wonder why it isn't happening with your other mods too. There is some weirdness in here sure , but without exactly knowing how you manage your files or how Vortex is configured to work I can't say for sure. If it was my mod manager I would check the file paths Vortex has for that SE install and confirm it's getting the correct files.

Link to comment

uninstalled everything LE and i mean everything, and installed the mod attached to the first post. still same issue. *sigh* it doesn't even exist anymore. is MO2 any better then vortex? (have always disliked the nexus mod utility tool because i always get strange things going on with it)

Link to comment

 

23 hours ago, blackfoxkitsune said:

image.png.3d6c28ef1125a14523c996385ced7357.png:/ fun bug using Vortex, my SKSE is the one directly from the SKSE site (lit a clean install today) 

Clearly, you have installed Oldrim SexLab into SSE, or installed SSE versions of the 3 mods listed into Oldrim.

 

Vortex works via Profiles. You need to establish SSE as a supported game

VortexAddGame.png

 

Then create a separate SSE Profile with only SSE versions of mods in it

VortexAddProfile.png

 

It appears from your subsequent post above that you may be trying to mod SSE in an Oldrim profile.

 

4 hours ago, blackfoxkitsune said:

is MO2 any better then vortex? (have always disliked the nexus mod utility tool because i always get strange things going on with it)

 

The term "better" is completely subjective. MO2 is more capable than Vortex in some ways, but much more complex and less intuitive than Vortex. Translation: there is a much steeper learning curve with MO2 than with Vortex. If you "always get strange things going on with [Vortex]," at the risk of hurting your feelings, it is a PEBCAK problem. Despite claims to the contrary, we all have PEBCAK issues now and then. :classic_wacko:

 

There is nothing wrong with Vortex- I've been managing over 300 mods with it for a couple of years. If you are having issues using Vortex, moving to MO2 may not be such a hot idea- it would be kind of like saying "I'm having problems driving a stick shift so I'm going to blame the car for my refusal to educate myself about it, and switch to flying an airplane in the clouds with no visual references whatsoever." Just nope. Start over. Learn how to use a mod manager- there are none any simpler to use than Vortex.

Link to comment
On 3/28/2021 at 1:52 PM, tasairis said:

 

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.

I have successfully compacted the FormIDs for all the major animpacks and eslified them, about 11 plugins if I recall correctly. no problems.

They do NOT however, merge together worth a fart, if that helps?

 

They are actually an ideal candidate for compacting, nothing lists them as a Master, they have no scripts.

 

This does not apply to NSAP, SAP or Holtofs packs.

Do NOT EVER Compact Devious Devices or ZAZ animation Pack as they they are too flaky as is (also too many plugins list them as Master)

Dark Investigations 0.27 SE leave as is.

Thief versions 1.007test SE & 1.008test SE, leave as is - borks all the quests.

zzEstrus has to be left as is, it has files which call it as Master (Estrus Chaurus etc)

Many of the LE SLAL packs can be run through Nif Optimizer (not Cathedral), then compacted. I actually haven't found one that failed yet.

Some of the animation packs (SFW) also can be compacted, criteria there is - is it referenced by Dynamic Animation Replacer?

 

Best practice when compacting/eslifieng:

no script based mods

not referenced as a master

SSEEdit loaded with PsuedoESL settings and has script run "Find plugins that can be turned into ESL" on LAST plugin on the list

             results for that plugin should be "Can be turned into ESL by compacting FormIDs first, then adding ESL flag in TES4 header" 

             with no "Warning" line beneath it.

 

NOTE: SSEMerged.esp can be eslified by just changing header record to ESL, no problems

           Bashed Patch,0.esp CANNOT be eslified, fubars the levelled lists!!!!

 

I know the above can be done with CK, Wrye Smash/Wrye Bash, zEdit, Mator Smash ---- however, I find it convenient to use SSEEdit.

Other Tools YMMV?

Link to comment
3 hours ago, judge007 said:

Many of the LE SLAL packs can be run through Nif Optimizer (not Cathedral), then compacted. I actually haven't found one that failed yet.

 

Huh? SLAL packs are animations, running through nif optimizer won't convert the animations, just the nifs. Cathedral will convert the nifs, textures when needed, and animations. just don't use the beta 6. I've had 0 issues converting LE SLAL packs with Cathedral. If you really wanted to convert them outside of cathedral, you needed the havok post process exe. The script was helpful too.

 

3 hours ago, judge007 said:

Bashed Patch,0.esp CANNOT be eslified, fubars the levelled lists!!!!

 

This gets ESLified automatically in the newer versions as long as it stays under the max id range. if you still see an issue with the leveled lists then maybe report it on the discord.

And what are you considering fubar'd? Again, I haven't seen an issue with wryebash building and auto flagging the bash patch as esl.

Link to comment
8 hours ago, zarantha said:

 

Huh? SLAL packs are animations, running through nif optimizer won't convert the animations, just the nifs. Cathedral will convert the nifs, textures when needed, and animations. just don't use the beta 6. I've had 0 issues converting LE SLAL packs with Cathedral. If you really wanted to convert them outside of cathedral, you needed the havok post process exe. The script was helpful too.

 

 

This gets ESLified automatically in the newer versions as long as it stays under the max id range. if you still see an issue with the leveled lists then maybe report it on the discord.

And what are you considering fubar'd? Again, I haven't seen an issue with wryebash building and auto flagging the bash patch as esl.

 

I use the automated one by ousnius - https://www.nexusmods.com/skyrimspecialedition/mods/4089 SSE Nif Optimizer. The resulting nifs are the same as produced by the bat file/Havokpostprocessor.exe combo you mentioned. No need to copy the two files to folder, run then delete them. Different strokes and all that.

 

Cathedral is flaky with the nifs, beta or no. I run it to get the textures to proper format, and just manually extract the bsa's.( and hkx files). I've had Cathedral leave the nifs as NiTriStrips with all three settings on that tab. I've also had it convert the nifs to BSTriShape, but add the NiNodes as children to the BSTriShape in odd groupings, while Nif Optimizer and havokpostprocessor maintained the proper tree structure (with the BSTriShape on the same level as the NiNodes)

 

I'm going to upgrade Wrye Smash, because it's the same version I used with Oldrim & LE, it doesn't (or I haven't found the setting to) eslify the patch.

If that works I'll thank you for the education.

 

And note I said "LE SLAL" packs, which means the nifs are NiTriStrips requiring conversion, along with eslification, FormID compaction. Key phrase there being LE

 

 

Link to comment
12 hours ago, zarantha said:

 

Huh? SLAL packs are animations, running through nif optimizer won't convert the animations, just the nifs. Cathedral will convert the nifs, textures when needed, and animations. just don't use the beta 6. I've had 0 issues converting LE SLAL packs with Cathedral. If you really wanted to convert them outside of cathedral, you needed the havok post process exe. The script was helpful too.

 

 

This gets ESLified automatically in the newer versions as long as it stays under the max id range. if you still see an issue with the leveled lists then maybe report it on the discord.

And what are you considering fubar'd? Again, I haven't seen an issue with wryebash building and auto flagging the bash patch as esl.

Downloaded newest Wrye Smash, it is as you said it makes eslified esp of Bashed Patch   . . .  seems 62 year old dogs can learn new tricks!

 

Thanks?

Link to comment

Sorry if this is the wrong place to ask, but I was wondering if anyone could tell me why my follower stops accepting command to use ZAZ furniture/MME milk pump after playing a sexlab animation at the same time as me? I'm using Hentai Pregnancy and Extensible follower framework as well, all in Special Edition.

Link to comment
15 hours ago, judge007 said:

And note I said "LE SLAL" packs, which means the nifs are NiTriStrips requiring conversion, along with eslification, FormID compaction. Key phrase there being LE

 

Yes, I know LE SLAL packs, there's really no point in converting SE anything to SE so I left off "LE". If we're talking conversion on an SE thread, the assumption is you are going from LE to SE.

 

Yes the meshes (nifs) do need converted, I never said they didn't. But some of the SLAL packs don't have anim objects, so there are no meshes. All they have are hkx.

 

 

15 hours ago, judge007 said:

I use the automated one by ousnius - https://www.nexusmods.com/skyrimspecialedition/mods/4089 SSE Nif Optimizer. The resulting nifs are the same as produced by the bat file/Havokpostprocessor.exe combo you mentioned.

 

As for nif optimizer, I do have that version and I don't see convert animations or anything about hkx/animations in here from it's own description and changelogs. Where are you getting that it converts hkx too? Reference?

What it does:

  • Optimizes NIFs to the new SSE format (BSTriShape, changes to NiSkinPartition).
  • Optimizes head parts to BSDynamicTriShape (separate checkbox).
  • Triangulates the geometry and skin partitions.
  • Cleans up the NiSkinData (source for vertex weights that are unused in-game).
  • Calculates new bounding spheres for geometry and all of the bones.
  • Adds tangents to all meshes that need them.
  • Removes normals and tangents from all meshes that don't need them, such as body meshes.
  • Removes all-white vertex colors from meshes.
  • Renames all meshes that have the same name, since they need to be unique.
  • Cleans up the header strings.
  • Deletes all blocks that aren't referenced somewhere within the root node tree.
  • All of this results in a hopefully working NIF that's cleaned up and smaller in file size.
  • Works on NIFs that already are in the SSE format as well.
  • Can revert the format to LE.
  • Scan textures for SSE compatibility.

I even searched the forum thread and the latest post mentioning it was in 2019 with vyxenne confirming you have to use the havok tools to convert hkx, not nif optimizer. There was an ask for that feature, but it doesn't look like it was ever implemented. Ousinus only talks about havok / animations in reference to the strings in the nif, nothing about the hkx.

 

Vyxenne's comment:

https://forums.nexusmods.com/index.php?/topic/5058135-sse-nif-optimizer/page-146#entry70417898

 

Link to comment
1 hour ago, osmelmc said:

@zarantha the mod I use to make the conversions from LE to SE and from SE to LE is

https://www.nexusmods.com/skyrimspecialedition/mods/23316

 

 

Yup, that's what I use too. I just don't understand how judge007 hasn't broken his skyrim if he thinks nif optimizer converts animations. The only options I'm aware of that convert animations are CAO and the HavokBehaviorPostProcess.exe.

 

I'm not going to get into an argument about the reliability of CAO though. I've had no issues using it, and recommend using it to others. But I have not looked at every single nif I've converted to prove/dispute his claims of intermittent conversion errors. I expect it was a bug in an early release, but if he doesn't want to try it again, that's up to him. Nif optimizer is a valid alternative even if it does mean he needs to take more steps to convert. But it won't do the animation conversions like he's claiming.

Link to comment

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 account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. For more information, see our Privacy Policy & Terms of Use