Jump to content

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


Recommended Posts

Posted
1 hour ago, OsmelMC said:

Assuming you are talking about the Camera Shake on player Orgasm. Yes now is possible disable it setting the new "Camera Shake Straight" slider option on 0.


Nah I was talking about the shaders that "animate" the cum dripping effect on actors' bodies.

Posted
1 minute ago, R246 said:


Nah I was talking about the shaders that "animate" the cum dripping effect on actors' bodies.

That most be another Mod and then for have his own configuration aside from the SexLab MCM. I'm obviously don't have the Mod.

Posted
5 minutes ago, OsmelMC said:

That most be another Mod and then for have his own configuration aside from the SexLab MCM. I'm obviously don't have the Mod.

 

This is a SexLab built in "feature" that has always been on and not toggleable to off (at least in previous SexLab versions). Disabling them, at least at my level of modding, involves editing every shader in SexLab.esm. I'm sure these things are driven by papyrus / cloak / whatever, so they should be toggleable but they have never had a toggle in the MCM for whatever reason.

These are the offending shaders in SL beta 8:

Ukr4MzF.png

 

Posted (edited)
1 hour ago, OsmelMC said:

Once you fix your problem comment about. I want to know the reason and the solution.

 

I narrowed it down to the suppressed animation feature.

In my old beta8 build I had a few animations suppressed, it seems like in the new beta9 this feature is broken...

 

 

I had already managed to get my default animations to show up again eventually by finding the SuppressedAnimations.json and killing it (WITH FIRE), since the new beta9 wasn't actually showing me that any anims were being suppressed (even though they were).

 

Now, I really don't want 'some' of the default anims and they just waste good scrolling time so after I was in my all shiny and fully working beta9 based game, I tried to suppress some of the ugly anims again.

 

THIS is where shit went bad, the game suppresses them, but then ALL of the default animations (the only anims I had installed at the time, not sure if it would kill slal added packs too) disappeared.

 

I tested this by exiting the game, deleting the (weirdly empty) suppressedanimations.json and going back into the game, this time I tried just suppressing 1 random animation, same thing happened.

 

Looks to me like there is a problem with that feature and I had my initial problem because I upgraded with some animations already in the suppressed list?

Edited by shardoom
Posted (edited)
2 hours ago, shardoom said:

 

I narrowed it down to the suppressed animation feature.

In my old beta8 build I had a few animations suppressed, it seems like in the new beta9 this feature is broken...

 

 

I had already managed to get my default animations to show up again eventually by finding the SuppressedAnimations.json and killing it (WITH FIRE), since the new beta9 wasn't actually showing me that any anims were being suppressed (even though they were).

 

Now, I really don't want 'some' of the default anims and they just waste good scrolling time so after I was in my all shiny and fully working beta9 based game, I tried to suppress some of the ugly anims again.

 

THIS is where shit went bad, the game suppresses them, but then ALL of the default animations (the only anims I had installed at the time, not sure if it would kill slal added packs too) disappeared.

 

I tested this by exiting the game, deleting the (weirdly empty) suppressedanimations.json and going back into the game, this time I tried just suppressing 1 random animation, same thing happened.

 

Looks to me like there is a problem with that feature and I had my initial problem because I upgraded with some animations already in the suppressed list?

I will check that on my LE version.

My LE is almost the same as the BETA 9 SE at lease on the Scripts.

 

Edit:

Checking the files before try some test.

I have just 3 animations suppressed right now on that list and are the "mmg_smalldragonesscowgirl", "mmg_smalldragoness" and the "mmg_smalldragon"

 

The three Animations are creature type so I have to test the standard Animations and the Default Animations to see if is fine.

 

By other side the Scripts seems to be right on the GitHub version and haven't changed since the 2016 besides the recent fix on the SexLab MCM to also suppress the Creature Animations. So if have some problem most be on the JsonUtil Mod because is the one that handle almost all the function.

 

Before use the "Suppress Disabled Animations" make sure that the only Animations disabled are the ones you want to suppress because remember this option will suppress all the disabled Animations include the Creatures and the ones added by the SL Animation Load.

Edited by OsmelMC
Posted (edited)
3 hours ago, R246 said:

 

This is a SexLab built in "feature" that has always been on and not toggleable to off (at least in previous SexLab versions). Disabling them, at least at my level of modding, involves editing every shader in SexLab.esm. I'm sure these things are driven by papyrus / cloak / whatever, so they should be toggleable but they have never had a toggle in the MCM for whatever reason.

These are the offending shaders in SL beta 8:

Ukr4MzF.png

 

I can't see the picture.

But now assuming that you are taking about the Cum textures that by the way are not animated. The "Apply Cum Effects" is your opinion because is the one that allow you disable the cum effects. But Mods like "Cum Overlays" depends of that option and if is disabled those Mods will stop working.

Edited by OsmelMC
Posted
56 minutes ago, OsmelMC said:

I will check that on my LE version.

My LE is almost the same as the BETA 9 SE at lease on the Scripts.

 

Edit:

Checking the files before try some test.

I have just 3 animations suppressed right now on that list and are the "mmg_smalldragonesscowgirl", "mmg_smalldragoness" and the "mmg_smalldragon"

 

The three Animations are creature type so I have to test the standard Animations and the Default Animations to see if is fine.

 

By other side the Scripts seems to be right on the GitHub version and haven't changed since the 2016 besides the recent fix on the SexLab MCM to also suppress the Creature Animations. So if have some problem most be on the JsonUtil Mod because is the one that handle almost all the function.

 

Before use the "Suppress Disabled Animations" make sure that the only Animations disabled are the ones you want to suppress because remember this option will suppress all the disabled Animations include the Creatures and the ones added by the SL Animation Load.

 

Maybe its different on SE?

 

As I said it didn't matter which animation I suppressed, the outcome was the same.

Also, as I said suppressing just 1 stopped all of them from showing up... *shrug*

 

Not sure what JsonUtil mod is.

Posted (edited)
20 hours ago, shardoom said:

Not sure what JsonUtil mod is.

Sorry is the script file included on the SexLab as part of the Storage Utilities also included on the SexLab are the Plugins that handle the JSON files between other things and for I see are being updated recently on the SexLab so probably there is the problem.

 

Sadly I can't check that part because is on the DLL @Ashal

 

Edit:

Checked thanks the Ashal link to the PapyrusUtil that is where the function comes, and the function is fine there too so I have none idea. I'm waiting to see if someone else have the same issue or not 

Edited by OsmelMC
Posted
9 hours ago, zaira said:

BTW: is there a git repo for Papyrus Utils? I still have an open question regarding the pop() behavior on empty lists - a peek into the code would help me to answer it for myself

a 1:1 encapsulation of STL would crash but "if not empty pop()" is expensive in Papyrus

https://github.com/eeveelo/PapyrusUtil/

https://github.com/eeveelo/PapyrusUtil/blob/master/Data.cpp (pop function is at line 324)

 

 

 

Posted

Oh my yay! An update. Thank you so much!

 

I do have a question. I know in the LE version I used Skyrim Unbound as it is my preferred Alt Start. I never had a problem with the creature part. Ever since I moved over to SE a couple of years ago. I noticed Beta 8 would have ? On the creature parts if I’m in first person. So I had to switch over to ASLAL. Was a bummer as I like the other. 
 

Well after seeing this update I got super excited. I went back to Skyrim Unbound Reborn. I’m seeing the same thing in first person the two question marks. Now it works if I’m in the game playing in 1st or even 3rd. If I try and run the mod anyway. It loads for a long time and hangs up on registering if I have creature mods and fnis for creatures. It then says it is skipping registering those options but it just stops. 
 

I guess my question is. Is there a way I can work around or get it to trigger that I indeed have fnis creatures installed and that it does work just some reason not at that moment. I really want to use the alternate start mod I enjoy a lot. If not then it’s fine. I’ll just run all the settings. It’s mainly the animation loader takes so long to load animations. I can do all my settings boom fast but that one is like man takes the longest. Lol. 
 

once again thank you for this update and your hard work.

Posted
10 hours ago, OsmelMC said:

Yes I'm sure. If you have installed the SLSO Mod you will have more than one option not working on the SexLab Framework or in the SLSO depending if you are using the SexLab Scripts that comes with the SLSO or not but in both cases will be errors even if don't look like that.

 

Of course you can solve all those problems using the last SLU+ because come with the functions needed by the SLSO and is updated with almost all the changes done on the BETA 9. But don't have the last Ashal fixes so even if should be safe use the SLU+ I don't know the consequences.

 

Short of using the last SLU+, any tweaks to apply to SLSO until we get an update?

Posted
40 minutes ago, vesperity said:

mainly the animation loader takes so long to load animations. I can do all my settings boom fast but that one is like man takes the longest. Lol. 

Do not overwrite the SLAL loader script with the one of MNC.

The script of SLAL is much faster.

 

Posted
20 minutes ago, T-lam said:

Do not overwrite the SLAL loader script with the one of MNC.

The script of SLAL is much faster.

 

Hmm I got excited here. I'm using MO2. SLAL is way under MNC on the left side and then looking on my right side it is also loaded under MNC and it still takes a long time. I am pretty sure well over 5 minutes. I need to time it later and see. Now I am curious. Thank you for the help. 

Posted (edited)
1 hour ago, vesperity said:

Oh my yay! An update. Thank you so much!

 

I do have a question. I know in the LE version I used Skyrim Unbound as it is my preferred Alt Start. I never had a problem with the creature part. Ever since I moved over to SE a couple of years ago. I noticed Beta 8 would have ? On the creature parts if I’m in first person. So I had to switch over to ASLAL. Was a bummer as I like the other. 
 

Well after seeing this update I got super excited. I went back to Skyrim Unbound Reborn. I’m seeing the same thing in first person the two question marks. Now it works if I’m in the game playing in 1st or even 3rd. If I try and run the mod anyway. It loads for a long time and hangs up on registering if I have creature mods and fnis for creatures. It then says it is skipping registering those options but it just stops. 
 

I guess my question is. Is there a way I can work around or get it to trigger that I indeed have fnis creatures installed and that it does work just some reason not at that moment. I really want to use the alternate start mod I enjoy a lot. If not then it’s fine. I’ll just run all the settings. It’s mainly the animation loader takes so long to load animations. I can do all my settings boom fast but that one is like man takes the longest. Lol. 
 

once again thank you for this update and your hard work.

 

I'm more than confused with this question but I think to understand that you have problems with the "FNIS Creature" and for that reason you can't enable the Creature Animations. If that is the case you probably are using the last version of "FNIS Creature" and this should fix it.

 

FNIS Creature Pack v7.6(FIX).7z

 

In case you problem be just about the time that takes register all the animations. I have nothing to reduce the waiting but you can open the console and wait there most of the time, you will have to exit the console few times because some process will need few seconds without console or menus to continue but in general you can install all before be needed using this method.

Edited by OsmelMC
Posted (edited)
1 hour ago, OsmelMC said:

 

I'm more than confused with this question but I think to understand that you have problems with the "FNIS Creature" and for that reason you can't enable the Creature Animations. If that is the case you probably are using the last version of "FNIS Creature" and this should fix it.

 

FNIS Creature Pack v7.6(FIX).7z 685 B · 152 downloads

 

In case you problem be just about the time that takes register all the animations. I have nothing to reduce the waiting but you can open the console and wait there most of the time, you will have to exit the console few times because some process will need few seconds without console or menus to continue but in general you can install all before be needed using this method.

Oh so sorry. Sometimes I do not explain myself very well. 

 

So when you are in the MCM to enable Sexlab Beta 9 or 8. It shows a list with OK going down. For the FNIS Creatures it is showing me a ? if I am in first person. When I can go into 3rd person if using ASLAL it will show OK as well. Only in first person it shows the ? but if I am using Skyrim Unbound Reborn as my alternate start. I cannot go into 3rd person unless I make my character.  I was wondering if there was a way to get Sexlab Beta 8 / 9 to actually recognize that FNIS Creature is there and working. It's mainly for a convenience of using Unbound Reborn since I am forced to be in 1st person before character creation.

 

Maybe this image would make more sense than what I am trying to say. Haha!

 

What it looks like when I am in 1st person using Unbound Reborn (Alternate Start) 

 

I am using the latest FNIS Creature Pack. I will give the fix a try. 

 

 

Edit: It still shows the ? in the screenshot with the fix as well. *shrugs* Oh well I guess. 

And the thing is. It does work. When I load into the game and at least was able to pop up in 3rd person at least once. *shrugs*

 

Yeah I figure SLAL is just what it is. I timed it. 8 minutes for it to load my animations. 

 

Thank you as well. It isn't really anything biggie. Just was more for convenience. I get a lot of ideas and make a new character. So having a pre-saved settings character would be awesome when using Unbound Reborn. Haha! Thank you again. Very much appreciate it.

Edited by vesperity
Posted
7 hours ago, vesperity said:

Oh so sorry. Sometimes I do not explain myself very well. 

 

So when you are in the MCM to enable Sexlab Beta 9 or 8. It shows a list with OK going down. For the FNIS Creatures it is showing me a ? if I am in first person. When I can go into 3rd person if using ASLAL it will show OK as well. Only in first person it shows the ? but if I am using Skyrim Unbound Reborn as my alternate start. I cannot go into 3rd person unless I make my character.  I was wondering if there was a way to get Sexlab Beta 8 / 9 to actually recognize that FNIS Creature is there and working. It's mainly for a convenience of using Unbound Reborn since I am forced to be in 1st person before character creation.

 

Maybe this image would make more sense than what I am trying to say. Haha!

 

What it looks like when I am in 1st person using Unbound Reborn (Alternate Start) 

 

I am using the latest FNIS Creature Pack. I will give the fix a try. 

 

 

Edit: It still shows the ? in the screenshot with the fix as well. *shrugs* Oh well I guess. 

And the thing is. It does work. When I load into the game and at least was able to pop up in 3rd person at least once. *shrugs*

 

Yeah I figure SLAL is just what it is. I timed it. 8 minutes for it to load my animations. 

 

Thank you as well. It isn't really anything biggie. Just was more for convenience. I get a lot of ideas and make a new character. So having a pre-saved settings character would be awesome when using Unbound Reborn. Haha! Thank you again. Very much appreciate it.

I see now. Yes the installation function need you to be on 3rd person because apparently some of the FNIS functions required for the installation process need it. 

Posted
7 hours ago, OsmelMC said:

I see now. Yes the installation function need you to be on 3rd person because apparently some of the FNIS functions required for the installation process need 

Oh! Well now it makes sense. Thanks for the help. 

Posted

I'm a tad confused. The requirements state that I need SKSE_SE_v2.0.17. But for the current version of SKyrim the latest build is v2.0.19. Am I missing something?

Posted
52 minutes ago, vinnievonka said:

I'm a tad confused. The requirements state that I need SKSE_SE_v2.0.17. But for the current version of SKyrim the latest build is v2.0.19. Am I missing something?

 

2.0.19 is just a bug fix for 2.0.17, so it works fine with 99.5% of things needing 2.0.17. I'm using 2.0.19 with it just fine.

Posted
On 8/5/2021 at 3:52 PM, OsmelMC said:

Save the game in a vanilla room with the less amount of NPC possible to prevent issues on the Load Game and the system update for lack of memory.

[install Beta9]

WARNING: Is very important never change location between the steps 6 and 9 because many SexLab Mod react to the change of location and try to start SexLab scenes causing CTD in some cases even if the SexLab if disabled.

@OsmelMC Would it be advisable to use the guaranteed-completely-empty qasmoke instanced cell for this process since it seems to be so critical that nobody/nothing else is in the same cell during installation? I can't think of a "vanilla room" that doesn't have at least the possibility of random NPCs or creatures infesting/invading it at any given moment.

Posted (edited)

@OsmelMC not to be rude or anything, but that sounds more like update instructions and i cant make sense of it, so please provide me an simpler explaination

Edited by MLGMANZZZZ
Posted
10 minutes ago, Vyxenne said:

@OsmelMC Would it be advisable to use the guaranteed-completely-empty qasmoke instanced cell for this process since it seems to be so critical that nobody/nothing else is in the same cell during installation? I can't think of a "vanilla room" that doesn't have at least the possibility of random NPCs or creatures infesting/invading it at any given moment.

 

That's better but I don't think it be necessary be that extreme

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...