infiniteone Posted February 26, 2018 Share Posted February 26, 2018 3 hours ago, meowmix555 said: Skyrim VR is coming to "other platforms" this year. I guess that's Bethesda speak for PC. Still, Skyrim VR (since it will have a new .exe) won't have SKSE support. I would doubt the exe is much different, I dont see any reason why skse wont work within short order of the VR being a stable release itself. Link to comment
Ed86 Posted February 26, 2018 Share Posted February 26, 2018 Bug: Sexlab thread doesnt setup correctly when player is creature (werewolf,vampirelord) bool function SetActor(Actor ProspectRef) if IsCreature Thread.CreatureRef = BaseRef.GetRace() elseIf !IsPlayer Stats.SeedActor(ActorRef) else Thread.HasPlayer = true endIf probable solution: If IsPlayer Thread.HasPlayer = true endIf if IsCreature Thread.CreatureRef = BaseRef.GetRace() elseIf !IsPlayer Stats.SeedActor(ActorRef) endIf thats is assuming we dont seed creatures or npcs in creature form Link to comment
Ashal Posted February 26, 2018 Author Share Posted February 26, 2018 5 hours ago, Ed86 said: Bug: Sexlab thread doesnt setup correctly when player is creature (werewolf,vampirelord) bool function SetActor(Actor ProspectRef) if IsCreature Thread.CreatureRef = BaseRef.GetRace() elseIf !IsPlayer Stats.SeedActor(ActorRef) else Thread.HasPlayer = true endIf probable solution: If IsPlayer Thread.HasPlayer = true endIf if IsCreature Thread.CreatureRef = BaseRef.GetRace() elseIf !IsPlayer Stats.SeedActor(ActorRef) endIf thats is assuming we dont seed creatures or npcs in creature form Thanks, fixed in dev build now. 1 Link to comment
Ashal Posted February 26, 2018 Author Share Posted February 26, 2018 22 hours ago, meowmix555 said: When SKyrim VR releases, we'll be using SL Lite (thank god) since we won't have SKSE. And wow, Jcontainers is now out!! I don't see much point in using either with Skyrim VR unless the body is also visible and properly plays the animations, which I'd doubt. Would need ImmersiveFirstPersonView as well, which both requires SKSE and hasn't been released for SSE. Unless you're fine with just seeing your floating hands above the other actor animating. I was able to get SexLab, IFPV, and such working decently awhile back with VorpX, it was a huge hassle though. 1 Link to comment
fred200 Posted February 26, 2018 Share Posted February 26, 2018 That makes two bugs found total in Alpha build so far? Any anticipated date for Sexlab SE to go Beta? It is looking more reliable than most released mods. And there must be 50 mod conversions going based on it. Link to comment
Ed86 Posted February 26, 2018 Share Posted February 26, 2018 1 hour ago, Ashal said: Thanks, fixed in dev build now. nice, not sure you saw my other report about bugged spider anims in post 507 so ill bring it up again probably something wrong with function StopAnimating(bool Quick = false, string ResetAnim = "IdleForceDefaultState") not sure why only spiders are bugged, maybe spider animations doesnt have correct "reset" animations? this should fix it: event OnSexLabEnd(string eventName, string argString, float argNum, form sender) actor[] actorList = SexLab.HookActors(argString) ; // See if a Creature was involved, and try to fix broken spider animation for SL1.62 if actorlist.Length > 1 if IsSpiderRace(actorlist[actorlist.Length - 1].GetRace()) Utility.Wait(0.1) actorlist[actorlist.Length - 1].disable() actorlist[actorlist.Length - 1].enable() endif endif endEvent bool function IsSpiderRace(race akRace) if akRace == (Game.GetFormFromFile(0x131F8 , "Skyrim.esm") as Race) ;FrostbiteSpiderRace return true elseif akRace == (Game.GetFormFromFile(0x4e507 , "Skyrim.esm") as Race) ;FrostbiteSpiderRaceGiant return true elseif akRace == (Game.GetFormFromFile(0x53477 , "Skyrim.esm") as Race) ;FrostbiteSpiderRaceLarge return true elseif Game.GetModbyName("Dragonborn.esm") != 255 if akRace == (Game.GetFormFromFile(0x14449 , "Dragonborn.esm") as Race) ;DLC2ExpSpiderBaseRace return true elseif akRace == (Game.GetFormFromFile(0x27483 , "Dragonborn.esm") as Race) ;DLC2ExpSpiderPackmuleRace return true endif endif return false endfunction Link to comment
Pfiffy Posted February 26, 2018 Share Posted February 26, 2018 Aha... I found a little help for those who have problems with DD. I read something somewhere can't remember... The locomotionpose.hkx files are in the wrong folder. FNIS should complain about that. moving them from the animations/DD to the DD2 folder solved a loading problem for me... Always remember to run fnis after installing anims... Seems to be essential... Link to comment
sfll Posted February 27, 2018 Share Posted February 27, 2018 1 hour ago, Pfiffy said: Aha... I found a little help for those who have problems with DD. I read something somewhere can't remember... The locomotionpose.hkx files are in the wrong folder. FNIS should complain about that. moving them from the animations/DD to the DD2 folder solved a loading problem for me... Always remember to run fnis after installing anims... Seems to be essential... I posted that but Fore posted directly after saying it was fixed in FNIS 7.1.1 so I would keep it where they are and run consistency check w/ 7.1.1 (post here). Link to comment
SirGalahad_theChaste Posted February 27, 2018 Share Posted February 27, 2018 8 hours ago, Ashal said: I don't see much point in using either with Skyrim VR unless the body is also visible and properly plays the animations, which I'd doubt. Would need ImmersiveFirstPersonView as well, which both requires SKSE and hasn't been released for SSE. Unless you're fine with just seeing your floating hands above the other actor animating. I was able to get SexLab, IFPV, and such working decently awhile back with VorpX, it was a huge hassle though. Interesting because I own a Rift and have dabbled with testing things with it like Vorpx. I had a fully modded oldrim that worked rather well in VR once I had things setup right, some clipping of course. It was partly the reason I went and got SSE which I have not tried in the Rift just yet but looking forward to doing that and comparing later. Link to comment
nitras Posted February 27, 2018 Share Posted February 27, 2018 Hi guys again! I am so happy we have Sexlab for SE and thanks fow that work. But now I want ask, about animations in SL pack are animations or I msut install from diffrent source? If need to install new do you have any converted to SE edition? Do creatures works, I need instal old mods or there are new mods for this? Link to comment
Pfiffy Posted February 27, 2018 Share Posted February 27, 2018 10 minutes ago, nitras said: Hi guys again! I am so happy we have Sexlab for SE and thanks fow that work. But now I want ask, about animations in SL pack are animations or I msut install from diffrent source? If need to install new do you have any converted to SE edition? Do creatures works, I need instal old mods or there are new mods for this? Check https://www.loverslab.com/topic/94228-sse-conversion-tracking/?page=6&tab=comments#comment-2161393 for infos about working/not working mods. SL anim loader is already ported, and Anims can easily be converted if they are not already in the download section for SE. 1 Link to comment
Arizona_Steve Posted February 27, 2018 Share Posted February 27, 2018 Since I've been testing the SKSE Random Sex evaluator, here's a list of things I've seen so far: (1) SexLabFramework.enabled does not accurately reflect the install state of SexLab - it returns true if the install process has not been run. Had to patch in SSLSystemAlias.isInstalled to make it work. (2) Creature animations appear to load twice - at least I see the notification appear twice. (3) In order to compile against SexLab I have to pull in NiOverride.psc and MfgConsoleFunc.psc from the corresponding Oldrim mods. (4) Errors on sexlab installation: [02/26/2018 - 01:00:09PM] [sslConfigMenu <SexLabConfigurationMenu (05079840)>] ERROR: State option name InstallSystem is already in use [02/26/2018 - 01:00:11PM] ERROR: Cannot call ClearTagCache() on a None object, aborting function call stack: [SexLabConfigurationMenu (05079840)].sslConfigMenu.OnConfigClose() - "sslConfigMenu.psc" Line 377 [SexLabConfigurationMenu (05079840)].sslConfigMenu.CloseConfig() - "SKI_ConfigBase.psc" Line 840 [SKI_ConfigManagerInstance (08000802)].SKI_ConfigManager.OnModSelect() - "SKI_ConfigManager.psc" Line 136 [02/26/2018 - 01:00:34PM] ERROR: Cannot call ClearTagCache() on a None object, aborting function call stack: [SexLabConfigurationMenu (05079840)].sslConfigMenu.OnConfigClose() - "sslConfigMenu.psc" Line 377 [SexLabConfigurationMenu (05079840)].sslConfigMenu.CloseConfig() - "SKI_ConfigBase.psc" Line 840 [SKI_ConfigManagerInstance (08000802)].SKI_ConfigManager.OnMenuClose() - "SKI_ConfigManager.psc" Line 124 [02/26/2018 - 01:00:32PM] ERROR: (00000014): cannot fetch variable named SexLabAPAnimations of type int, returning 0. stack: [ (00000014)].Actor.GetAnimationVariableInt() - "<native>" Line ? [SexLabQuestAnimations (050639DF)].sslanimationdefaults.LoadAnimations() - "sslAnimationDefaults.psc" Line 14 [SexLabQuestAnimations (050639DF)].sslanimationslots.RegisterSlots() - "sslAnimationSlots.psc" Line 578 [SexLabQuestAnimations (050639DF)].sslanimationslots.Setup() - "sslAnimationSlots.psc" Line 787 [alias PlayerAlias on quest SexLabQuestFramework (05000D62)].sslsystemalias.SetupSystem() - "sslSystemAlias.psc" Line 114 [alias PlayerAlias on quest SexLabQuestFramework (05000D62)].sslsystemalias.InstallSystem() - "sslSystemAlias.psc" Line 190 [SexLabConfigurationMenu (05079840)].sslConfigMenu.OnSelectST() - "sslConfigMenu.psc" Line 671 [SexLabConfigurationMenu (05079840)].sslConfigMenu.SelectOption() - "SKI_ConfigBase.psc" Line 1173 <truncated stack> Link to comment
Warhawk55 Posted February 27, 2018 Share Posted February 27, 2018 I'm not sure what is going wrong but I installed this and its required files as well as some SE animations but when I launch SKSE nothing happens. Edit: I can now launch the game but when I go to load a save or star a new game it immediately crashes. Link to comment
samishf Posted February 27, 2018 Share Posted February 27, 2018 can this mod work with match maker light spell se? Link to comment
tasairis Posted February 28, 2018 Share Posted February 28, 2018 13 hours ago, Arizona_Steve said: (3) In order to compile against SexLab I have to pull in NiOverride.psc and MfgConsoleFunc.psc from the corresponding Oldrim mods. NiOverride is part of RaceMenu so yeah, you have to grab the Oldrim version and skee64 DLL like any other dependency. MfgConsoleFunc was part of another (unported) mod but also bundled with SexLab. Copying the PEX won't work correctly because it requires native functions that don't exist. The problem occurs when SL plays a moan with lip sync enabled. I wrote a shim between the old MfgConsoleFunc API and opparco's MfgConsole port - it's works in theory but at least allows compliation: Spoiler No getter methods but I haven't seen them used anyways. Scriptname MfgConsoleFunc bool function SetPhonemeModifier(Actor act, int mode, int id, int value) global if mode == -1 ; reset MfgConsole.ResetOverrides(act) elseif mode == 0 ; phoneme MfgConsole.SetPhoneme(act, id, value) elseif mode == 1 ; modifier MfgConsole.SetModifier(act, id, value) else return false endif return true endfunction ;int function GetPhonemeModifier(Actor act, int mode, int id) global ; return -1 ;endfunction bool function SetPhoneme(Actor act, int id, int value) global MfgConsole.SetPhoneme(act, id, value) return true endfunction bool function SetModifier(Actor act, int id, int value) global MfgConsole.SetModifier(act, id, value) return true endfunction bool function ResetPhonemeModifier(Actor act) global MfgConsole.ResetOverrides(act) return true endfunction ;int function GetPhoneme(Actor act, int id) global ; return -1 ;endfunction ;int function GetModifier(Actor act, int id) global ; return -1 ;endfunction ;int function GetExpressionValue(Actor act) global ; return -1 ;endfunction ;int function GetExpressionID(Actor act) global ; return -1 ;endfunction Link to comment
tasairis Posted February 28, 2018 Share Posted February 28, 2018 12 hours ago, Warhawk55 said: Edit: I can now launch the game but when I go to load a save or star a new game it immediately crashes. Sounds like you haven't converted some ESPs or ESMs. Link to comment
tasairis Posted February 28, 2018 Share Posted February 28, 2018 9 hours ago, samishf said: can this mod work with match maker light spell se? No. SL Light mods do not work with SL. You have to go back to the original SL versions - but they don't work with Skyrim SE, so until they get official conversions (MatchMaker doesn't have one) you have to do the work yourself. It's not hard. See Google and my SSE Conversion Tracking thing. Link to comment
The D Posted February 28, 2018 Share Posted February 28, 2018 Can anyone confirm if the Clear High Heel Height Fix for sexlab gender males is implemented? afaik Ashal wanted to tie it to Skyrim gender and not sexlab gender anymore. Futa characters need their high heels too! Link to comment
The D Posted February 28, 2018 Share Posted February 28, 2018 Nevermind, the script is still the same. Link to comment
Pfiffy Posted February 28, 2018 Share Posted February 28, 2018 Now this starts looking like a development threat for SexLab. I'm wrong here. Link to comment
Azurahawk Posted February 28, 2018 Share Posted February 28, 2018 9 hours ago, tasairis said: Sounds like you haven't converted some ESPs or ESMs. Same. There needs to be an up to date tutorial that is a bit thorough on converting. I feel there are parts that are left out during the process Link to comment
Warhawk55 Posted March 1, 2018 Share Posted March 1, 2018 21 hours ago, tasairis said: Sounds like you haven't converted some ESPs or ESMs. How do I do that? Link to comment
YuliaS11 Posted March 1, 2018 Share Posted March 1, 2018 29 minutes ago, Warhawk55 said: How do I do that? Not super experienced, but load it in CK for Skyrim SE (get it via Bethesda launcher), change anything and revert it, and then save. Ideally you should change dependencies and possibly recompile the psc. Link to comment
Azurahawk Posted March 1, 2018 Share Posted March 1, 2018 On 2/26/2018 at 11:46 AM, Ashal said: I don't see much point in using either with Skyrim VR unless the body is also visible and properly plays the animations, which I'd doubt. Would need ImmersiveFirstPersonView as well, which both requires SKSE and hasn't been released for SSE. Unless you're fine with just seeing your floating hands above the other actor animating. I was able to get SexLab, IFPV, and such working decently awhile back with VorpX, it was a huge hassle though. Why third person? Just need hangs, feet, cock... an enhance first person camera. Then we can... ah nvm. I forget, this isn’t Sword Art Online VR or .hack VR. We can’t touch Link to comment
MadMansGun Posted March 1, 2018 Share Posted March 1, 2018 On 2/26/2018 at 11:28 AM, Ed86 said: nice, not sure you saw my other report about bugged spider anims in post 507 so ill bring it up again probably something wrong with function StopAnimating(bool Quick = false, string ResetAnim = "IdleForceDefaultState") not sure why only spiders are bugged, maybe spider animations doesnt have correct "reset" animations? this should fix it: Rabbits, Slaughterfishes and Mudcrabs are bugged as well, there may be others but i can't remember at this time, maybe Chickens?. but don't bother with the dlc2Exp Spiders, they just die (explode) too fast to even bother making animations for them. edit: witchlight (AKA: Wisps, not the WispMothers) may have the problem as well but i'm not sure about that yet. Link to comment
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now