OddPillow4 Posted June 23, 2021 Posted June 23, 2021 15 hours ago, OsmelMC said: Register the ZaZ Animations is a two steps action on the "SexLab" page of the "ZaZ Animation Pack" MCM: 1. You have to use the option to Build the Animations and you will see on the same page the Animations that are tagged as NO become YES plus few more Animations will be added to that list. 2. Execute the "Register SexLab Animation" option on the same page The author don't made it easy. I think I made a JSON file time ago just to avoid me the tedious process. But I'm not using it because I have another JSON file for the Devious Device Animations the include the same Animations but for updated by the DDi *** I don't have the Game open right now and don't remember with precision. I will edit this comment once the game be open. Right...... thats what I did...
OsmelMC Posted June 23, 2021 Posted June 23, 2021 53 minutes ago, Vyxenne said: I thought you had previously said that many of the features of SLU had been implemented in the Dev version????? That would explain why SLU was not compatible with that version??? Maybe I'm just crazy... (Shut UP Gr... never mind) Yes I take many of the functions I made for the SLU+ and copy them to the GitHub but not all the functions. Also I take many of the changes on the GitHub and apply them on the SLU+ but still many users use old versions of the SLU+ that don't have all the properties defined on the GitHub besides I don't check yet the compatibility and I'm not planning to check that until be ready for release because I'm not the only one working on the Scripts.
OddPillow4 Posted June 23, 2021 Posted June 23, 2021 17 hours ago, OsmelMC said: Register the ZaZ Animations is a two steps action on the "SexLab" page of the "ZaZ Animation Pack" MCM: 1. You have to use the option to Build the Animations and you will see on the same page the Animations that are tagged as NO become YES plus few more Animations will be added to that list. 2. Execute the "Register SexLab Animation" option on the same page The author don't made it easy. I think I made a JSON file time ago just to avoid me the tedious process. But I'm not using it because I have another JSON file for the Devious Device Animations the include the same Animations but for updated by the DDi *** I don't have the Game open right now and don't remember with precision. I will edit this comment once the game be open. Ok I just figured it out! A friend of mine converted this mod from LE and I've been using it for a long while, Remove Standard Animation Somehow this mod disables the zaz animations from playing. But I'd rather have a similar mod that does the same thing since the standard animations from sexlab are quite old.
OsmelMC Posted June 23, 2021 Posted June 23, 2021 7 hours ago, OddPillow4 said: Ok I just figured it out! A friend of mine converted this mod from LE and I've been using it for a long while, Remove Standard Animation Somehow this mod disables the zaz animations from playing. But I'd rather have a similar mod that does the same thing since the standard animations from sexlab are quite old. Good to know. I read something about the new SexLab will be released with a option to remove the default Animations. But that's not clear yet. I'm against of that for compatibility reasons because some Mods relay on those Animations for scenes like Kissing for example. At the end the current FNIS version have not real limit and you can easily remove Animations from the SexLab Animation Registry using the Blacklist on the SexLab MCM with more precision and less chance of compatibility issues. 1
OddPillow4 Posted June 23, 2021 Posted June 23, 2021 12 minutes ago, OsmelMC said: Good to know. I read something about the new SexLab will be released with a option to remove the default Animations. But that's not clear yet. I'm against of that for compatibility reasons because some Mods relay on those Animations for scenes like Kissing for example. At the end the current FNIS version have not real limit and you can easily remove Animations from the SexLab Animation Registry using the Blacklist on the SexLab MCM with more precision and less chance of compatibility issues. Right, I also use DAR and with the default animations that comes with sexlab I would get the "too many animations" error from DAR and it just feels like a pain in the ass for me to have to once again go through the process of uninstalling other slal animations in order to be able to use DAR and ZAZ normally.
OddPillow4 Posted June 23, 2021 Posted June 23, 2021 Update: I found the real reason why zaz animation didn't work, it wasn't caused by Remove Standard Animation, it was actually caused by 360 Movement Behavior , why? I don't know, but I feel quite stupid now......? Sorry to bother.
OsmelMC Posted June 23, 2021 Posted June 23, 2021 (edited) 1 hour ago, OddPillow4 said: Update: I found the real reason why zaz animation didn't work, it wasn't caused by Remove Standard Animation, it was actually caused by 360 Movement Behavior , why? I don't know, but I feel quite stupid now......? Sorry to bother. Well... I have more knowledge now thanks to your issue but what have to do "ZaZ Animations" with "360 Movement Behavior"??? Edited: Ooh I see, is not compatible with FNIS at the point where can kill any FNIS related Mod. FNIS need some update that can deal with Mods like this because is loosing ground in front of Nemesis. Edited June 23, 2021 by OsmelMC
enubis Posted June 23, 2021 Posted June 23, 2021 No idea what's wrong but animations aren't loading at all
judge007 Posted June 23, 2021 Posted June 23, 2021 I just built a new system and wish to install a development environment, so I can compile this and other projects. What specific environments are used in this?
OddPillow4 Posted June 24, 2021 Posted June 24, 2021 6 hours ago, OsmelMC said: Well... I have more knowledge now thanks to your issue but what have to do "ZaZ Animations" with "360 Movement Behavior"??? Edited: Ooh I see, is not compatible with FNIS at the point where can kill any FNIS related Mod. FNIS need some update that can deal with Mods like this because is loosing ground in front of Nemesis. Tried Nemesis at one point, gotta say that although it's pretty nice, but until it can support creature animations and increase it's animation limit, it won't be able to compete with FNIS. 2
bengluo816 Posted June 24, 2021 Posted June 24, 2021 Hello guys, I've install the framework and found there are lot of animations installed along with framework itself. Is there possible to remove it?
Vyxenne Posted June 24, 2021 Posted June 24, 2021 On 6/23/2021 at 1:32 AM, OsmelMC said: Yes I take many of the functions I made for the SLU+ and copy them to the GitHub but not all the functions. Also I take many of the changes on the GitHub and apply them on the SLU+ but still many users use old versions of the SLU+ that don't have all the properties defined on the GitHub besides I don't check yet the compatibility and I'm not planning to check that until be ready for release because I'm not the only one working on the Scripts. That sounds perfectly logical to me, thank you. 1
Vyxenne Posted June 24, 2021 Posted June 24, 2021 On 6/21/2021 at 5:01 AM, lytton said: Did you find a solution to this? I have the same problem. Beta 8 is fine, but with the github version the MCM doesn’t show. The GitHub versions' MCM (through the 2021/05/31 build, haven't installed the 3-day-old one yet) works just fine. It's your installation that is messed up. You might want to mention which build of the GitHub version you're using since it's being updated so quickly... 2021/01/19 2021/03/10 2021/04/26 2021/05/31 2021/06/21 @OsmelMC and @Ashal are working hard on it SexLab- please make their lives easier by being specific with your reports. Thanks.
Vyxenne Posted June 24, 2021 Posted June 24, 2021 42 minutes ago, bengluo816 said: Hello guys, I've install the framework and found there are lot of animations installed along with framework itself. Is there possible to remove it? Un-tick each animation you do not want in your game on the Toggle Animations tab Click Suppress Disabled Animations on the Rebuild & Clean tab 1
judge007 Posted June 24, 2021 Posted June 24, 2021 2 hours ago, bengluo816 said: Hello guys, I've install the framework and found there are lot of animations installed along with framework itself. Is there possible to remove it? https://www.loverslab.com/files/file/12987-sexlab-remove-standard-animations/
bengluo816 Posted June 24, 2021 Posted June 24, 2021 1 hour ago, Vyxenne said: Un-tick each animation you do not want in your game on the Toggle Animations tab Click Suppress Disabled Animations on the Rebuild & Clean tab Thanks mate! 1
OsmelMC Posted June 24, 2021 Posted June 24, 2021 (edited) Someone can let me know if the new "Vaginal Count", "Anal Count" and "Oral Count" on the "Sex Diary" of the last GitHub are working. They should add 1 to the account at the end of the scene for all the Actors on the scene depending of the Animation Tags. Should add just 1 point without care if you changed the Animation. By the way in case the Animation be changed the previous Animation will also be considered, that means that in Mods like DDi that change the Animation once started, if the original Animation have one of the tags, will be counted too. Eventually this new stats should allow me know if the actor is virgin but for now is too global for that. Remember I can't test the things that only run on SE and this one depends of the DLL file. Edited June 24, 2021 by OsmelMC
VeraDra Posted June 24, 2021 Posted June 24, 2021 21 hours ago, OsmelMC said: Well... I have more knowledge now thanks to your issue but what have to do "ZaZ Animations" with "360 Movement Behavior"??? Edited: Ooh I see, is not compatible with FNIS at the point where can kill any FNIS related Mod. FNIS need some update that can deal with Mods like this because is loosing ground in front of Nemesis. afaik FNIS will never recieve an update - fore left the modding community, and the mod is in the hands of the nexusmods caretaker. I for one, am REALLY hoping nemesis takes over entirely. Not a fan of a major tool's author forcing their beliefs on others. Only issue is the lack of support for creatures, though I haven't looked at it closely in about a year or so.
OsmelMC Posted June 24, 2021 Posted June 24, 2021 39 minutes ago, VeraDra said: afaik FNIS will never recieve an update - fore left the modding community, and the mod is in the hands of the nexusmods caretaker. I for one, am REALLY hoping nemesis takes over entirely. Not a fan of a major tool's author forcing their beliefs on others. Only issue is the lack of support for creatures, though I haven't looked at it closely in about a year or so. That explains the scripts issue on the last "FNIS Creature" still unfixed. Well... If some day Nemesis include the Creature support I suppose that SexLab will have to migrate to Nemesis. By the way I think is only the System Requirements and probably can be included already. ... I have to check that. 1
Vyxenne Posted June 25, 2021 Posted June 25, 2021 (edited) On 6/23/2021 at 4:06 PM, OsmelMC said: FNIS need some update that can deal with Mods like this because is loosing ground in front of Nemesis. I agree, but sadly, Fore has abandoned FNIS ? - it is now maintained only by Nexus Staff just to keep it available. There are no improvements/fixes expected for FNIS ever again as far as I know. I believe one of the reasons Fore decided to throw in the towel was all the verbal abuse of FNIS and of him, personally, unleashed by the author of Nemesis when he first published it. There is a difference between mod criticism and hateful personal insults, and the Nemesis author crossed the line by a lot- It was truly hateful, painful to read, and shameful. Nothing Fore may or may not have done with his mod could have justified it. As for 360 Movement Behavior, I'm using the last FNIS-compatible version of it, v1.2.0, to which I have added the plugin from v1.3.0 which mitigates the backwalk speed issue. I am also running a Zaz animation pack via SLAL. Both of them play fine together as far as I can tell. As mentioned on the 360MB Description page, users must re-install 360MB after every time they run GenerateFNISforUsers.exe, presumably because 360MB's directly-provided behavior file needs to override the FNIS behavior file. Just giving the 360MB behavior file priority over the FNIS behavior file does not work for some reason that I do not understand. However, it is literally a single mouse-click in Vortex to reinstall 360MB. Spoiler I have so far declined to use Nemesis, due in part to the shameful anti-Fore venom that the author of Nemesis posted, even though back-jumping and back-swimming (available only in the later Nemesis-compatible/FNIS incompatible versions of 360MB) would probably be fun. Edited June 25, 2021 by Vyxenne 3
osculim Posted June 25, 2021 Posted June 25, 2021 3 hours ago, Vyxenne said: I agree, but sadly, Fore has abandoned FNIS ? - it is now maintained only by Nexus Staff just to keep it available. There are no improvements/fixes expected for FNIS ever again as far as I know. I believe one of the reasons Fore decided to throw in the towel was all the verbal abuse of FNIS and of him, personally, unleashed by the author of Nemesis when he first published it. There is a difference between mod criticism and hateful personal insults, and the Nemesis author crossed the line by a lot- It was truly hateful, painful to read, and shameful. Nothing Fore may or may not have done with his mod could have justified it. As for 360 Movement Behavior, I'm using the last FNIS-compatible version of it, v1.2.0, to which I have added the plugin from v1.3.0 which mitigates the backwalk speed issue. I am also running a Zaz animation pack via SLAL. Both of them play fine together as far as I can tell. As mentioned on the 360MB Description page, users must re-install 360MB after every time they run GenerateFNISforUsers.exe, presumably because 360MB's directly-provided behavior file needs to override the FNIS behavior file. Just giving the 360MB behavior file priority over the FNIS behavior file does not work for some reason that I do not understand. However, it is literally a single mouse-click in Vortex to reinstall 360MB. Reveal hidden contents I have so far declined to use Nemesis, due in part to the shameful anti-Fore venom that the author of Nemesis posted, even though back-jumping and back-swimming (available only in the later Nemesis-compatible/FNIS incompatible versions of 360MB) would probably be fun. Why not just use both fnis and nemesis. It is super easy to set up. If you using mo2 anyway. In my case I just run fnis and then run nemesis and everything works.
Tlam99 Posted June 25, 2021 Posted June 25, 2021 5 hours ago, Vyxenne said: have so far declined to use Nemesis, Same for me I hope I find the right words in my following thinking. If I take in consideration the behaviour in the past, for me it is not a good idea to rely with a complex build on software written by someone showing such a behaviour. Like, think future. 1
Vyxenne Posted June 25, 2021 Posted June 25, 2021 I have an idea- after SL receives a call for a scene from any source (Matchmaker, SLEN, whatever), allow 10 seconds (or a player-controlled delay) for the player to reposition the scene. Perhaps then we could avoid ludicrous scenes like this: This particular scene was between two NPCs, my "employees" via TDFPP. Surely, there must be some way for SL to detect that the actors/clones are inside a stone column and move the scene a meter or two in any direction...
Vyxenne Posted June 25, 2021 Posted June 25, 2021 10 hours ago, osculim said: Why not just use both fnis and nemesis. It is super easy to set up. If you using mo2 anyway. In my case I just run fnis and then run nemesis and everything works. Yes, I know, but I thought I made it clear that I do not want to use Nemesis, period.
OsmelMC Posted June 25, 2021 Posted June 25, 2021 9 minutes ago, Vyxenne said: I have an idea- after SL receives a call for a scene from any source (Matchmaker, SLEN, whatever), allow 10 seconds (or a player-controlled delay) for the player to reposition the scene. Perhaps then we could avoid ludicrous scenes like this: This particular scene was between two NPCs, my "employees" via TDFPP. Surely, there must be some way for SL to detect that the actors/clones are inside a stone column and move the scene a meter or two in any direction... Yes. Is not the first time I hear that, but last time the SexLab or my SLU+ wasn't ready to handle that without issues. Now can be done but not for this version release. My SLU+ already have one option to find some hidden place. 1
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