bastardopfromhell Posted June 29, 2021 Posted June 29, 2021 (edited) It's probably useless to make this request, since i can't even use beta8, since it requires SSE 1.5.97 and i'm on 1.5.80, but hey maybe its useful for other players. The race-specific adjustments feature is currently impractical to use, since no sane person would want to make adjustments for every possible race/gender combination for hundreds of anims. I mean, lemme do the math here... oh dammit, let's just say a bazillion combinations. What instead actually would be practically useful is two settings: 1. Gender-specific adjustments. So i.e. females with schlongs or dildos get seperate adjustments than males. 2. Race-specific adjustments, BUT treating all vanilla humanoid races (nord,breton,imperial,etc) as a single race. This would make the feature actually useful, since it cuts out all the redundant adjustments for vanilla humanoids (which usually are similiar enough to just be treated as one race) EDIT: For backwards-compatibility this setting could have 4 mutually exclusive modes: 1. Race/gender-specific adjustments disabled (same as current checkbox disabled). 2. Gender- but not race specific adjustments. 3. Race-/Gender-specific adjustments but treating vanilla humans as one race. 4. Seperate adjustments for all race/gender-combos (same as current checkbox enabled). Edited June 29, 2021 by bastardopfromhell
OsmelMC Posted June 29, 2021 Posted June 29, 2021 14 minutes ago, bastardopfromhell said: It's probably useless to make this request, since i can't even use beta8, since it requires SSE 1.5.97 and i'm on 1.5.80, but hey maybe its useful for other players. The race-specific adjustments feature is currently impractical to use, since no sane person would want to make adjustments for every possible race/gender combination for hundreds of anims. I mean, lemme do the math here... oh dammit, let's just say a bazillion combinations. What instead actually would be practically useful is two settings: 1. Gender-specific adjustments. So i.e. females with schlongs or dildos get seperate adjustments than males. 2. Race-specific adjustments, BUT treating all vanilla humanoid races (nord,breton,imperial,etc) as a single race. This would make the feature actually useful, since it cuts out all the redundant adjustments for vanilla humanoids (which usually are similiar enough to just be treated as one race) EDIT: For backwards-compatibility this setting could have 4 mutually exclusive modes: 1. Race/gender-specific adjustments disabled (same as current checkbox disabled). 2. Gender- but not race specific adjustments. 3. Race-/Gender-specific adjustments but treating vanilla humans as one race. 4. Seperate adjustments for all race/gender-combos (same as current checkbox enabled). Bit late for the request. Check my "SexLab Utility Plus" available for LE. The GitHub development version of SexLab already have those combinations of adjustments and more because also take in consideration the actor scale. More details here. By the way you won't believe but even when I allow one profile for Humanoid in general that take in consideration the Gender and Scale, too many are the users that still use the one Based on Races. Probably for lack of knowledge or just because they are being using the one of Races for too long. 1
Vyxenne Posted June 30, 2021 Posted June 30, 2021 (edited) 20 hours ago, OsmelMC said: By the way you won't believe but even when I allow one profile for Humanoid in general that take in consideration the Gender and Scale, too many are the users that still use the one Based on Races. Probably for lack of knowledge or just because they are being using the one of Races for too long. If I had to pick the worst feature of SexLab Framework, it would be the lack of coherent documentation (meaning, an official document describing all of the features of SexLab Framework in a single file or web page.) It is not reasonable to expect users to even discover, much less use, hidden, undocumented features. I have been using SLF since the first or second version when it launched for Oldrim nn years ago, and I have no idea what "one profile for Humanoid in general that take in consideration the Gender and Scale, too many are the users that still use the one Based on Races" even means- separate profiles in SexLab? How does a user select whether to use (whatever) based on "Humanoids in general" instead of "based on Races?" Where is that selection? What's the difference between the two choices? How does that choice affect me in the game? How does the "Humanoids" option use body scale, does it (finally at long last) make a 95% height girl match up her loins location with that of a 110% male? etc. etc. etc. As of right now, the entire quotation above is just technobabble to me. Obviously, I need to go back into SexLab now and see if I can find anything at all relating to "Humanoids" and "Races." Edited June 30, 2021 by Vyxenne 3
fred200 Posted June 30, 2021 Posted June 30, 2021 @Vyxenne - anything you figure out - it would be appreciated if you would share! It might be the only documentation we get. 1
judge007 Posted June 30, 2021 Posted June 30, 2021 32 minutes ago, Vyxenne said: If I had to pick the worst feature of SexLab Framework, it would be the lack of coherent documentation (meaning, an official document describing all of the features of SexLab Framework in a single file or page.) It is not reasonable to expect users to even discover, much less use, hidden, undocumented features. I have been using SLF since the first or second version when it launched for Oldrim nn years ago, and I have no idea what "one profile for Humanoid in general that take in consideration the Gender and Scale, too many are the users that still use the one Based on Races" even means- separate profiles in SexLab? How does a user select whether to use (whatever) based on "Humanoids in general" instead of "based on Races?" Where is that selection? What's the difference between the two choices? How does that choice affect me in the game? How does the "Humanoids" option use body scale, does it (finally at long last) make a 95% height girl match up her loins location with that of a 110% male? etc. etc. etc. As of right now, the entire quotation above is just technobabble to me. Obviously, I need to go back into SexLab now and see if I can find anything at all relating to "Humanoids" and "Races." +1 Might be we'd use such a profile, if we knew it existed or how to use it. Or did OsmelMC mean a checkbox in "Even Actors Height"? Dazed & Confused in Tamriel . . . 1
OsmelMC Posted June 30, 2021 Posted June 30, 2021 (edited) @Vyxenne The GitHub version is not official yet so make the documentation for functions that are not "OFFICIAL" can easily become a waste of time. Of course in this case I'm very sure that will be official. And the documentation is not hide because this was originally made for the SLU+ and is on my SLU+ description. "Well probably bit hide since last mound because is not easy to understand and users got more confused after read it. So I hide it a bit" This is what I write about time ago and being honest not even I understand: RaceKeyGenderScale (New and versatile use SexLab RaceKey on creatures like Dog [DogCompanionRace, dlc1HuskyArmoredRace, WolfRace, etc...] when Dog is the RaceKey and Humanoid on [NordRace, ArgonianRace, DremoraRace, etc...] . Example: Player in RaceMenu are Race = Nord, Gender = Female, BodyHeigth = 1.5 then scale is 38 and show like "HumanoidF38"; if the same player in RaceMenu are Race = Argonian, Gender = Male, BodyHeigth = 1.5 then the scale is 38 and show like "HumanoidM38") need "Even Actors Height" "Disabled" and "Race/Gender Specific Adjustments" "Disabled" Basically to see the Humanoid you have to disable the "Even Actors Height" and "Race/Gender Specific Adjustments" options. This is the table with the race scales and the ID number assigned to each one as ScaleID: Race Scale Scale*25 Scale Group ID Nord 1.03 25.750 25 Female 1.03 25.750 25 NordAstrid 1.06 26.500 26 Female 1.06 26.500 26 HigthElf 1.08 27.000 27 Female 1.08 27.000 27 Khajiit 1 25.000 25 Female 0.95 23.750 23 Orc 1.045 26.125 26 Female 1.045 26.125 26 Argonian 1.01 25.250 25 Female 1 25.000 25 Breton 1 25.000 25 Female 0.95 23.750 23 Dremora 1.1 27.500 27 Female 1.1 27.500 27 * I use the 25 as base because my first approach was make reference to the ages that way the 21 is the minimal age by law. Of course soon was evident that is dumb because between other things the Elf are supposed to live hundred of years but at the end the main intention is put together few scales under the same ID because the alignment values aren't precise enough to make difference between them. So the 25 was kipped anyway. ** By the way for compatibility reasons the ScaleID 25 is never showed, that way you can still use your old Race profiles. Edited June 30, 2021 by OsmelMC 3
OsmelMC Posted June 30, 2021 Posted June 30, 2021 (edited) About the "Actors Scales" and the "Alignment Profiles" the animation author make part of the work when they align the Hips Bones on the animation so the user just need to make some small adjustments based on the difference between the actors scales. After many test I noticed that the values I have to adjust are directly related with the difference between the actors ScaleID for example in one scene of two actors where one actor is ScaleID 23 and the other 27 the difference is 4 so I usually adjust the alignment of those actor in 4 as total but taking in consideration the flour position and the animation type. This is too complicate to explain but in conclusion is possible make a math function to automatically calculate and set the actors alignment based on two previous settled Alignment Profiles. Right now the GitHub version is actually trying to do that when find a new actor combination for the animation, that's why you probably see alignment values on new Profiles but is very basic and the values are not accurate so need to be enhanced. Edited June 30, 2021 by OsmelMC
darkconsole Posted June 30, 2021 Posted June 30, 2021 is it time to just make this be a normal file in the normal downloads section? 1
Vyxenne Posted July 1, 2021 Posted July 1, 2021 (edited) On 6/30/2021 at 1:42 PM, OsmelMC said: is possible make a math function to automatically calculate and set the actors alignment based on two previous settled Alignment Profiles Aha! And therein lies the rub (Misquotation from Shakespeare's Hamlet: "ay, there's the rub" meaning "that's the problem.") I have always played as a Nord Female. Your profile height system appears to assign me to a group with height=1.03 or 1.06. This will not work for me- I set my scale/height to 0.95 to simulate my real-life view of the world, which is to say, shorter than most males and approximately average for most American girls (~5'4") , and even more to the point, very close to Sassy Teen Heidi's height since I sometimes play as her twin sister Erika. Spoiler When I embrace a man standing up in real life, my view straight ahead is of his chin area, and my hips do not quite line up with his unless I'm wearing heels. For this reason (trying to make SL scenes immersive for dissimilar actor scales), I have scaling disabled in SexLab and I spend most of my in-scene time adjusting each stage. Actor scale should be a "visible" attribute, based on the fact that I can modify my own or that of any NPC in-game via the setscale console command, yes? A perfect solution for me would be for SL to get each actor's actual height (to hell with inaccurate assumptions based on vanilla values) and set hips-to-hips alignment based on the actual actor scales. I've been playing with Even Actors Height disabled but Race/Gender Specific Adjustments enabled. Now that you have posted this explanation, I will try it with Race/Gender Specific Adjustments disabled and see if that cuts down on all the inordinate amounts of time I'm spending adjusting actor positions with both the Beta 8 and the Dev build. Edited July 1, 2021 by Vyxenne 1
OsmelMC Posted July 1, 2021 Posted July 1, 2021 (edited) 47 minutes ago, Vyxenne said: Your profile height system appears to assign me to a group with height=1.03 or 1.06. This will not work for me- I set my height to 0.95 to simulate my real-life view of the world, which is to say Wrong!!! My height system detect the race scale, the leveled NPC scale (actor scale), the the skeleton scale settled by the RaceMenu on the bone "NPC", and the skeleton scale settled on the skeleton file for the bones "NPC" and "NPC Root [Root]". I basically cover all the possibilities for actor scales working even on creatures. All those scales are detected and multiply each other like the Skyrim scale system does to obtain the Real actor scale. The only scale I'm not taking in consideration that I know some custom Races have changed, is the "Head" scale but not really matter because those Races usually have one or few of the previously detect bones also changed to compensate. By the way the same scale system is now used for the "Even Actors Height" solving the issue with the RaceMenu player scale that probably you don't noticed but on the previous SexLab official version when you set the player scale using the RaceMenu the original SexLab don't recognize it and don't adjust the scale based on that value so the player never get the scale 1.0 on that case. Of course like you I also set the 0.95 on the RaceMenu so at the beginning I don't notice neither because is not big difference, you have to try with RaceMenu scales under the 0.90 to really notice it. The scale system also work on the RaceGender profile but ignore the Race scale and almost all the NPC have actor scale 1.0, at lease be customize on the ESP file so they scale group will be the 25 and won't be showed. By the way in your case for the scale 0.95 the RaceGender profile of your player Actor should be showed with the 24 and looks like NordRaceF24 or NordRaceM24 if Male. By the way you can send me your profile JSON file, and I can convert the RaceGender adjustments into HumanoidGender adjustments. That's want I did with my old Profile. PS: I make the conversions manually but probably I should try some scripts to make it automatically using some MCM option of course. Edited July 1, 2021 by OsmelMC 1
Vyxenne Posted July 1, 2021 Posted July 1, 2021 (edited) 22 hours ago, OsmelMC said: My height system detect the race scale Well, but the "race scale" is not necessarily the actor scale - my personal custom scale (0.95). Maybe that is what you meant- if so, that is excellent news for me! Thanks for the correction, then- I obviously misinterpreted what you posted previously. I just want my parts to line up with his parts without suddenly "becoming taller." 22 hours ago, OsmelMC said: By the way you can send me your profile JSON file, and I can convert the RaceGender adjustments into HumanoidGender adjustments. I wouldn't dream of presuming upon your generosity like that. I appreciate the time you are spending making SexLab better and will wait for the final Beta 9 release before worrying about stuff like that... unless you wanted me to test something, in which case I'll be glad to send you my stats- you will just have to tell me which json you want- I am not familiar with having any "Profile" json file. Edited July 2, 2021 by Vyxenne
Dr.Simic Posted July 4, 2021 Posted July 4, 2021 Best mod ever. Any chance to add different voice slots for oral sounds? So that it doesnt sound the same everytime
OsmelMC Posted July 4, 2021 Posted July 4, 2021 2 hours ago, Dr.Simic said: Best mod ever. Any chance to add different voice slots for oral sounds? So that it doesnt sound the same everytime Maybe next-next version. 1
ThatLobster Posted July 9, 2021 Posted July 9, 2021 (edited) Would anybody know how to "fix" or "adjust" the insane reach NPC's have during random noms? ive been vored three times already by a farmer outside of Whiterun while im still inside of Whiterun or already a great distance away from them. Also, its kind of a shame I cant get this mod to work with Defeat, but its still a great mod. Edited July 9, 2021 by ThatLobster
judge007 Posted July 10, 2021 Posted July 10, 2021 4 hours ago, ThatLobster said: Would anybody know how to "fix" or "adjust" the insane reach NPC's have during random noms? ive been vored three times already by a farmer outside of Whiterun while im still inside of Whiterun or already a great distance away from them. Also, its kind of a shame I cant get this mod to work with Defeat, but its still a great mod. What is/are "noms" & what is "vored" ???? On another note, SexLabFramework is REQUIRED to run Defeat. 1
ThatLobster Posted July 10, 2021 Posted July 10, 2021 (edited) 1 hour ago, judge007 said: What is/are "noms" & what is "vored" ???? On another note, SexLabFramework is REQUIRED to run Defeat. yeah, i know how to run Defeat, it just doesnt seem to like Devourment for some reason is alll. Edit: Didn't notice this was the wrong thread to post in. I'll be going now. Edited July 10, 2021 by ThatLobster posted in wrong thread 1
Vyxenne Posted July 10, 2021 Posted July 10, 2021 (edited) 3 hours ago, ThatLobster said: I'll be going now. ?"When the nom-nom-nommer goes ? vore-vore-vorin' awaaaaayayyyyyyyyyyy... ?" (to the tune of "When The Red, Red Robin Comes Bob-Bob-Bobbin' Along") Edited July 10, 2021 by Vyxenne 2
judge007 Posted July 10, 2021 Posted July 10, 2021 3 minutes ago, Vyxenne said: ?"Yeah, the nom-nom-nommer goes ? vore-vore-vorin' alonnnnngggggggggggg... ?" (to the tune of "Red, Red Robin goes Bob-Bob-Bobbin' Along") That hurted my ribs, lol 1
loen999 Posted July 11, 2021 Posted July 11, 2021 (edited) "Increased animation slots to 750" I haven't back to skyrim for years. So, animation slot to 750, is it more than enough for modern day? I recall skyrim LE version hit the limit in old time. Edited July 11, 2021 by loen999
shardoom Posted July 13, 2021 Posted July 13, 2021 Is there any way we could have a beastrace enable/disable toggle so that we can turn off selection of certain animation if an Argonian or a Khajit is a participant? It's quite disconcerting to play doggy animations and have the tail spear the fellow through his abdomen, and don't get me started on Argonian blowjobs??!
judge007 Posted July 13, 2021 Posted July 13, 2021 On 7/11/2021 at 9:30 AM, loen999 said: "Increased animation slots to 750" I haven't back to skyrim for years. So, animation slot to 750, is it more than enough for modern day? I recall skyrim LE version hit the limit in old time. Can be changed https://www.loverslab.com/files/file/15102-sexlab-sslanimationslots-2000-se/ There's an LE version as well 1
WinterWolverine Posted July 13, 2021 Posted July 13, 2021 Hello, I recently did a fresh install of all my mods while upgrading Sl and a few others, I've been using the newest Sl (beta 9) I think (off site version), here's some things I've noticed. So far. 1. Sometimes as a male pc (haven't created a fm yet) Sl will bring him to the fm npc instead of her coming to him, not an issue until she's sitting or in a strange place, could see it being a problem for those who use furniture based sl mods. (only happens every so often, maybe 3-5x in 40hrs, usually when many sex scenes play back to back, but once happened on a single act, so not consistent)) 2. For the facial expressions, the auto refresh option will keep mods like "better blowjob" from functioning ( BB keeps mouth open for BJ's) as it seems it effects the mouth too by resetting its function(looks like she's biting it... ouch), not sure if it can be helped or not, but, it's be nice to see expressions change and still have Fm give proper fellatio... (if you experience this just un-tick the option). "what do you want me to do with it?" ... "it don't matter, just don't bite it." 3. Bash patch does not play nice with this beta9 or beta8 for SE it seems(worse for 9), I've been running a patch my whole time in SE, bash is useful for finding things needed to be sorted to masters etc... and on big lists helps alleviate some workload so I've always just made it and used it unless I had an issue with something then I'd remake the patch but remove the specific mod, but I digress. For months now I'd started out ok (with beta8), then as the game went on was getting more and more lag, (same with this new version, but worse (and Bash just updated) then was doing a mission in candle-hearth hall for "make skyrim straight again" and got wicked lag starting, switching stages and ending every scene, as I went around skyrim the lag varied... I thought maybe it was my pc at first, tried papyrus tweaks to alleviate script lag (don't do that unless you know what your doing lol), tried everything I could think of, left all followers at a base, shut down mods that had scripts that would allow in mcm etc... it was a ride for sure, but nothing helped. Finally I did my last resort test, remove all patches and see what happens, luckily I'm not using smash nor any "over all" patches other than Useep and bash this load out. Obviously my game ran like crap and was very unhelpful lol. Why am I babbling on about this you ask? 1. Because, patches like bash/smash might be "the problem" for many Sl users (might need Sl to tell Bash/smash to leave it alone). Over the years I've seen a few people say Bash and Smash should only be used when you really need them (I tend to auto apply them since when I was playing in LE I ran huge lists and really needed the help, so, it became a habit), so, I decided for the first time to run my SE game with 420+ mods, 2k+ graph, full smp, lots of new content and npcs etc... without anything... (Living on the edge, I know lol) 2. I read someone claim Sl was super laggy and took forever to start, switch and end scenes, as well as a bunch of silliness as well as a few legit critiques... and at the time I'd have agreed with him, but I like to test/break mods, I've around 10k hrs on LE/SE goofing around with all these awesome additions, and SL is a staple and something I will NOT play without... so, the journey began. My testing: So I'm 40hrs in this new game, my game is running great (a few more fps drops in some locations due to not having my Bash patch (it does help with many things)). Sl beta9 is running fine, other than trying to figure out the newer functions, no issues I know of (again, will try a fm pc soon and see what happens). No more than a few secs to start up a scene or multiples, been running a male with 5-7 fm followers using nff (scripts) and Serana (diff AI,scripts), I'm running SL Adventures(scripts) using the rape function to have every fm follower/npc start sex with my Pc + SLEN(scripts) for even more and larger events(lots of scripts)... so far 130 partners, average 3somes about 30% of the time, I'll have all 5-7 take turns one after the next, no issues or extreme lag, not in candlhearthhall (always was lagy), nor the temple of dibella(always a bit lagy), nor forests (who doesn't lag? was still running better even with the small fps drop) etc... My Female playthrough will tell me more as she'll be involved in as many if not more events, but will have 4ways/5ways which is not an option for my Male pc and is heavier to run, will come back when I decide to do that, but for now... I'm calling B.S. on anyone hating on SL. Does it still need love? yes, and it's getting it thanks to some awesome modders, so be patient... Strange question/suggestion/request(s): 1st thought; Is it possible to add a function that'd apply Smp physics to FM npc's after or right before a sexscene? kind of like how Sl adds a strap on, only adding the physics option/object? (sounds complicated when I read it, but it's just one thought, not sure about application). 2nd thought; Is there a way to add an option to change who is used for a reference of size? Maybe options to use "the first fm-npc" chosen for the scene and/or "second fm-npc" as the base height instead of m-pc? can go up to the # of however many fm-npc's allowed by animations (my animations have 3ways as the limit. (i use billy/anubis/nibbles and nck30 animations and male-pc only gets gets 3ways, at least in these packs) Reasoning(s): I use 3ba body with full smp (for fm-pc) but run cbpc on npc's due to using the "even actors height" option (adjusting every animation is a bit more than I like to deal with lol). As you know, as a fm-pc, Sl uses her as a base for size and thus will allow smp with no problems(doesn't resize her); however, Sl uses the m-pc in the same way causing fm-npc's using smp to get the dreaded "crazy nips" after being resized, ruining the scene and defeating the purpose of using those physics. (I'm just looking for options, would prefer not to have to adjust every scene, I have followers of different heights/weights, takes me out of my game to have to adjust scenes too often (anubis is a pain until you've ajusted every Sos position for just one adjustment, would stop using his animations if I needed to do it for each (thankfully the option exists to resize npc's lol). Tips/ideas for users who read this; 1. If using 3ba body for your fm-pc like me, I recommend: SexLab SOS Strapon (Conversion For BHUNP) SSE 1.1.0 This will add sos function to the Sl strap-on, can't tell it's not for the 3ba body(needs to run through bodyslide). another option besides futa/fm-pc's and/or strictly F/F. (no more watching f-pc/npc's air hump each other yea!!!) 2. Turn off/un-tick all debug/development/logging options for all your mods unless you're trouble shooting, this is a huge waist of v-ram (as such), your fps, physics, script-run-time and "time spent playing" will thank you... side note: I like to test my game a lot using mods to get a feel for how my game is doing as I play, as such, I keep nff's start up logging ticked to remind me to wait a few secs before playing, by the time the second message shows up(all fin), all scripts that need to run on start-up seem to have enough time to start up and be fine by then (I get a little fps hit just before the second message, after that 60fps from then on unless system is taxed heavily.) I use this time to see how things are running, I have wet-function-redux (highly recommend, but it has scripts so know your pc's limits) that applies shine and situational wetness like magic use, rain sex and swimming (plus more), if the effect hasn't shown up by the time that second message does I may have an issue with the mod, my game save may be wonkey OR my computer didn't start up or start the game up correctly or lastly, I'm dealing with script lag (very rare to get script-lag, even with heavy scripted list. "when you hear the sounds of hooves... think horses, not zebras"... unless you live around zebras of course lol (#1&2 reasons for most of my modded gameplay issues I've run into, in the thousands of hours I've played, isn't the mods (as such), its my Comp not starting everything up properly either in it's own start up or the games initial load up... AND/OR I didn't read everything the mod authors wrote in the descriptions. My 2cents: if things seem "off" after starting up your game(you know when things are off), delete any autosaves or hardsaves created since the issue/feeling started (if your game was running great yesterday, then you saved, but today it runs like crap... REFRESH YOUR PC (turn off fully, then turn on PC, don't just reset) BEFORE KICKING/CUSSING IT OR REMOVING MODS. Remember you're telling your PC to run potentially tens of thousands of programs/files at once, it needs to register, load up, organize and run them all in a way that you can't tell your not just playing the game, and that's pretty awesome. Side note: "resetting" your pc isn't the same as a "hard reset", you loose v-ram/ram each time you restart the game without fully restarting your pc, yes, even when you reset your pc using the option, it should be called refresh, not reset, either way, your pc will run better if you shut it down fully each time. Ok, I've babbled enough lol Blessings to you and yours in these strange and trying times, peace. p.s. thanks for giving this mods some love... wouldn't want to give it up, glad it's still being worked on. 1
OsmelMC Posted July 13, 2021 Posted July 13, 2021 @WinterWolverine 1. about the the actor that holds positions and those that are moved few rules are applied there. Like on Aggressive scenes the Victim hold position and the Aggressor walk because usually is related with rapes. To prevent clipping the actor using furnitures or swiming are not used as CenterRef. Except for the previous conditions the Player usually is used as CenterRef and in case none of the previous conversations can be possible will try with each of the actor starting from the first one. Finally as last resources will force the first Actor as CenterRef. 2. You don't need Better Blowjob anymore with the last GitHub. Since now you can control the OpenMouth in a way very similar but using the SexLab MCM "Advanced OpenMouth" option on the "Expression Editor" page 3. You can't patch a version on development like the one on the GitHub just because nobody will make a Patch for something that is changing every day. Wait for the official version release if you really need the Patch, but take in consideration that mostly of the old Patches are not longer required because are included. So first try without the Patch. PS: a Manual with the descriptions of all the new options is required but I don't know where start plus I'm not good enough with the English to do that.
OsmelMC Posted July 13, 2021 Posted July 13, 2021 @WinterWolverine By the way where is the "bash/smash".
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