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


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Posted
4 hours ago, infiniteone said:

Finally fixed my issue with the fnis error, I was right, the mods default does put the source scripts in the wrong place for compiling... D:

 

So, now I am able to compile scripts which is super useful!   I for one am glad for this post and the excellent beta release for testing, and for all the useful information everyone has kindly shared here.

Please pardon my ignorance but was your need to compile scripts because of trying to convert an oldrim Sexlab mod to SE?  And would you consider the placement of the source scripts a bug which should be corrected?

Posted

Skyrim SE did change the directory structure for script source. There are any number of ways to work around that. Bethesda also had at least one error in packaging source also - I think they used source/scripts. All fixable. Just look at what errors you are getting - and adjust accordingly.

A good place to start is CreationKitCustom.ini:

[Papyrus]
sScriptSourceFolder = ".\Data\Scripts\Source" 

Posted

Source script directory doesn't really matter if you know what you're doing. Only the location of the compiled pex files matters for things to work. Source script folder should only matter if you're compiling from creationkit instead of commandline or another app such as sublime text/notepad++. 

Posted
On 2/20/2018 at 11:12 AM, Thenryb said:

Please pardon my ignorance but was your need to compile scripts because of trying to convert an oldrim Sexlab mod to SE?  And would you consider the placement of the source scripts a bug which should be corrected?

Yes, I was converting the 'Puppet Master' mod to SSE, and it had several issues in the source code due to not matching up with this new SL-Beta api or even a very recent one lol, so a lot of stuff wasnt working as well as it could, it also had some hardcoded animation choices I removed by using animation tags instead for more variety.  I got it working perfectly in the end once I was actually able to compile scripts :smile:

 

To the other question about FNIS, I would maybe call that a problem with the directory structure of their mod, it places the source directory outside of the normal scripts/source instead placing them into source/scripts, maybe this is expected for some mods so I left them there too and just copied them to where this and other SL mods were expecting them to be so it would compile.

Posted
21 hours ago, Ashal said:

Source script directory doesn't really matter if you know what you're doing. Only the location of the compiled pex files matters for things to work. Source script folder should only matter if you're compiling from creationkit instead of commandline or another app such as sublime text/notepad++. 

I am using the notepad++ method, I was under the impression the source code needed to be in data/scripts/source or can we declare multiple source directories?  Isnt it odd where fnis and some mods are placing source or is that a thing to expect?  I admit I am a total noob to Skyrim and SL scripting, so... lol >.>

Posted

There's only one compiled scripts folder but the source can be in multiple as it's not used in game, only by the creation kit.

 

With the papyrus compiler there's a -i= flag and you separate the different folders by a semi colon.

 

So for me I use a bat file that compiles in a local folder. 

 

Quote

set "SSEFolder=Y:\steamlibrary\steamapps\common\Skyrim Special Edition"
"%SSEFolder%\Papyrus Compiler\PapyrusCompiler.exe" "%cd%\%1" -o=%2 -f="%SSEFolder%\Data\source\scripts\TESV_Papyrus_Flags.flg" -i="%SSEFolder%\Data\Scripts\Source";"%SSEFolder%\Data\Scripts\Source\skyui";"%SSEFolder%\Data\source\scripts"
pause

Change the SSEFolder reference to where you have sse and the CK installed and it's good to go. Place the script somewhere in your machines path.

 

On a command line it's <compilerscript.bat> <script.pex> <output folder> it doesn't have to compile into the skyrim folder it can compile to anywhere but they only work when in the scripts folder or in a bsa. It will only compile one script at a time, changing the script.pex to a folder name and adding '-all' to the command line should compile all the scripts in that folder. The scripts in the reference folders aren't compiled into pex files.

 

Quote

set "SSEFolder=Y:\steamlibrary\steamapps\common\Skyrim Special Edition"
"%SSEFolder%\Papyrus Compiler\PapyrusCompiler.exe" "%cd%" -o=%1 -f="%SSEFolder%\Data\source\scripts\TESV_Papyrus_Flags.flg" -i="%SSEFolder%\Data\Scripts\Source";"%SSEFolder%\Data\Scripts\Source\skyui";"%SSEFolder%\Data\source\scripts" -all
pause

 

 

Place that in a script in the windows folder and run it with an output folder as a parameter and it will compile everything from the current folder of a command prompt.

 

Some mods reference AFT and EFF source but if you don't want to install them just place the scripts in another folder and add another reference to them.

 

Posted

OK, hopefully someone can give me a clue what I am doing wrong. Thought I knew, but apparently not.

 

I installed the SexLabFrameworkSE_v163_BETA1 and everything went fine. FNIS Behavior SE V7_0 XXL (and the creatures and spell part) already installed with no previous issues. All other animations run perfectly as ordered. Installed the SL_MatchMaker_Light_SE_0_1_0 to check the animations. No issues there.

 

Ran FNIS updater... all good, no issues, no warnings. Said everything was fine. 

-----------------

FNIS Behavior V7.0 XXL   2/21/2018 3:05:59 PM
Skyrim SE 64bit: 1.5.23.0 - C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\ (Steam)

Skeleton(hkx) female: XPMS2HDT (115 bones)   male: XPMS2HDT (115 bones)
Patch: "GENDER Specific Animations" 
Patch: "SKELETON Arm Fix" 

Reading AnimationsByLeito V1.0 ...
Reading AnimationsByLeito_Aggressive V1.0 ...
..... (more here).....
Reading NibblesAnims V1.0 ...
Reading SexLab V1.62 ...
Reading SexLabAP V1.63 ...
Reading SexLabCreature V1.61 ...

All Anim Lists scanned. Generating Behavior Files...
 17 GENDER modifications for Animations\male
 18 GENDER modifications for Animations\female
Alternate Animation mods: 1 sets: 1 total groups: 9 added file slots: 18 alternate files: 18

Create Creature Behaviors ...
Reading MoreNastyCritters V1.0 ...
Reading Anubs Creature V1.0 ...
Reading Billyy_Creature V1.0 ...
Reading FunnyBizFC V1.0 ...
Reading FunnyBizMC V1.0 ...
Reading NibblesAnims V1.0 ...
Reading SexLabCreature V1.62 ...
Reading AnimationsByLeito_Creatures V1.0 ...

 8920 animations for 33 mods successfully included (character)
 2721 animations for 8 mods and 38 creatures successfully included.

-----------------

 

Everything seems fine... I load the game, there is a nice MCM, all the proper spells, irresistible and all... but when I use anything to start the animation... the targets glow momentarily then do nothing. They just go about their business. Talking, arguing, bartering and just walk away. No animations. nothing. I tried the SexLab Pleasure, Carnival, you name it... it looks as if it will start, but then... nothing. I uninstalled, reinstalled, FNIS Generated again and again... nothing. I even tried the fix in the post before (that recommended moving the actors file, and a few others, from the SE Light to the beta folder... still nothing. At a loss here. Any ideas? 

Posted
3 hours ago, vashpain911 said:

OK, hopefully someone can give me a clue what I am doing wrong. Thought I knew, but apparently not.

 

...

 

Everything seems fine... I load the game, there is a nice MCM, all the proper spells, irresistible and all... but when I use anything to start the animation... the targets glow momentarily then do nothing. They just go about their business. Talking, arguing, bartering and just walk away. No animations. nothing. I tried the SexLab Pleasure, Carnival, you name it... it looks as if it will start, but then... nothing. I uninstalled, reinstalled, FNIS Generated again and again... nothing. I even tried the fix in the post before (that recommended moving the actors file, and a few others, from the SE Light to the beta folder... still nothing. At a loss here. Any ideas? 

Open the console and see what Sexlab says about the actors involved.  Failing that, turn on your Papyrus logging and read the log to see why the actors are being rejected.

 

BUT FIRST:  Did you use the Sexlab MCM Menu and "Install" it?  Because failing to do that is one major source of "nothing happens".

Posted

So in terms of alignment, is there a particular male/female body that is generally the standard, and all the animations line up for, or do all animations have their own assumption for body type/size, and you just have to manually align everything?

 

Thanks

Posted
5 hours ago, vashpain911 said:

OK, hopefully someone can give me a clue what I am doing wrong. Thought I knew, but apparently not.

 

I installed the SexLabFrameworkSE_v163_BETA1 and everything went fine. FNIS Behavior SE V7_0 XXL (and the creatures and spell part) already installed with no previous issues. All other animations run perfectly as ordered. Installed the SL_MatchMaker_Light_SE_0_1_0 to check the animations. No issues there.

 

 

Matchmaker Light won't work with this, you need the Oldrim one which works fine.

Posted
3 hours ago, WaxenFigure said:

Open the console and see what Sexlab says about the actors involved.  Failing that, turn on your Papyrus logging and read the log to see why the actors are being rejected.

 

BUT FIRST:  Did you use the Sexlab MCM Menu and "Install" it?  Because failing to do that is one major source of "nothing happens".

Ok. Did what you said. This is the outcome...

 

First, Yes I did do the install. Good that you mentioned it, though, because if I screwed something up, and I usually do, it is probably something simple like that so keep the simple fixes coming. 

 

I opened the console window during the registering of the animations and got lots of messages i think are screwed. Almost every animation said this...

 

AddPositionStage(-1, FB_***insert the animation name) SexLab ***same animation name - FATAL: Invalid arguments!

 

That's not right is it?

When I check what is said when I used Matchmaker to test the animations, it said...

 

NOTICE: ValidateActor (Jenassa) -- TRUE -- MISS

NOTICE: ValidateActor (Leonidas) -- TRUE -- MISS

 

Lastly, in the log, I got this...

 

SexLabUtil
Initializing Plugin
Registering Functions
---
Serialization: Revert
Reverting: CRTP - Creature Types
Reverting: STAT - Actor Stats
Revert Done!
---
---
Serialization: Load
Load Done!
---
Papyrus Loading File: ../SexLab/AnimationProfile_1.json
    File does not exists: Data/SKSE/Plugins/SexLab/../SexLab/AnimationProfile_1.json
ActorStorage: 1

 

Just a note: I also have Flower Girls SEx installed and that works fine. Animations run and are almost perfect there. Just nothing connected to SexLab seems to go off... so to say. Any clue what might be causing these? And, thanks in advance. Never had to get help before but this one stumps me.

 

UPDATE: Happened to notice in the PapyrusUtilDev.log this line... Not sure if it is anything but giving all the info...

 

Papyrus Loading File: ../SexLab/AnimationProfile_1.json
    File does not exists: Data/SKSE/Plugins/SexLab/../SexLab/AnimationProfile_1.json
ActorStorage: 1

 

Posted

New question...  I got this mod working, but in the game, when I click the "install" option in MCM, after it goes through the process and says it is finished installing, when I open it up in MCM again, it still says I need to install it.  And it never gives me any new menus.  Is this normal for the beta version at the moment, or am I doing something wrong?

Posted

So one thing I have found...

 

I tried to set up a "SexLab not installed" splash screen for the Random Sex mod, but found that using SexLabFramework.enabled returned true even if the installation had not been performed on SexLab. I patched into SSLSystemAlias.isInstalled which gave me the desired functionality, but is obviously not part of the standard framework API.

 

Is this something that can be changed as I don't think SexLabFramework.enabled is working as intended?

Posted
12 hours ago, Kaarinah said:

Matchmaker Light won't work with this, you need the Oldrim one which works fine.

THANKS! I removed Matchmaker Light and added the old Skyrim version and everything works fine now. Thanks very much! Should have thought of it myself but I tend to forget the basics.

Posted
11 hours ago, vashpain911 said:

Ok. Did what you said. This is the outcome...

 

First, Yes I did do the install. Good that you mentioned it, though, because if I screwed something up, and I usually do, it is probably something simple like that so keep the simple fixes coming. 

 

I opened the console window during the registering of the animations and got lots of messages i think are screwed. Almost every animation said this...

 

AddPositionStage(-1, FB_***insert the animation name) SexLab ***same animation name - FATAL: Invalid arguments!

 

That's not right is it?

When I check what is said when I used Matchmaker to test the animations, it said...

 

NOTICE: ValidateActor (Jenassa) -- TRUE -- MISS

NOTICE: ValidateActor (Leonidas) -- TRUE -- MISS

 

Lastly, in the log, I got this...

 

SexLabUtil
Initializing Plugin
Registering Functions
---
Serialization: Revert
Reverting: CRTP - Creature Types
Reverting: STAT - Actor Stats
Revert Done!
---
---
Serialization: Load
Load Done!
---
Papyrus Loading File: ../SexLab/AnimationProfile_1.json
    File does not exists: Data/SKSE/Plugins/SexLab/../SexLab/AnimationProfile_1.json
ActorStorage: 1

 

Just a note: I also have Flower Girls SEx installed and that works fine. Animations run and are almost perfect there. Just nothing connected to SexLab seems to go off... so to say. Any clue what might be causing these? And, thanks in advance. Never had to get help before but this one stumps me.

 

UPDATE: Happened to notice in the PapyrusUtilDev.log this line... Not sure if it is anything but giving all the info...

 

Papyrus Loading File: ../SexLab/AnimationProfile_1.json
    File does not exists: Data/SKSE/Plugins/SexLab/../SexLab/AnimationProfile_1.json
ActorStorage: 1

 

 

The part about all the errors in registering animations sounds like you may be getting no animations which would definitely have the effect you are describing.  Have you checked to see how many animations are installed?

 

The other things you posted aren't problems.

Posted
On 2/21/2018 at 7:48 PM, darchangel891 said:

New question...  I got this mod working, but in the game, when I click the "install" option in MCM, after it goes through the process and says it is finished installing, when I open it up in MCM again, it still says I need to install it.  And it never gives me any new menus.  Is this normal for the beta version at the moment, or am I doing something wrong?

I have the same question

Posted

A couple of people have mentioned on the conversion thread a need to have the mfgconsolefunc and nioverride scripts available when compiling mod scripts against SexLab. Is it possible to either (a) include the scripts from Oldrim SexLab and Oldrim Netimmerse Override respectively in the SexLab release, or (b) temporarily remove the references to these two scripts in SexLab until the corresponding mods are available?

Posted
10 minutes ago, grimmjow666 said:

When I copy the sexlab light files to sexlab beta i get invalid arguments in console

You remove one to use the other, adding one to the other is simply doing it wrong.

Posted
5 hours ago, grimmjow666 said:

When I copy the sexlab light files to sexlab beta i get invalid arguments in console

Do you mean the animation files?

Posted
6 hours ago, Pfiffy said:

This sounds a bit like you tried to install the beta over SL light....

Nope, all I have is SL light.  Im going to chalk it up to the mod being in development for SE tho.  

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