Jump to content

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


Recommended Posts

Posted
4 minutes ago, Dimom76 said:

Tried typing pcb in a blank cell in the console? Then save and exit. It worked for me.

Welp I'm currently in the process of reinstalling everything right now so I wont be able to do that unless I restore the backup which will take awhile thanks for the suggestion though

Posted (edited)
10 hours ago, hack_n_slash said:

Ashal, could you please be ever so kind and point me in the direction of a cogent and authoritative installation guide for SexLab 1.63 and the attendant files?

 

The reason I am asking is because I have been playing Skyrim LE for years and SexLab 1.62, along with Beeing Female and Spouses Enhanced, made my gameplay truly enjoyable. SexLab 1.62 worked flawlessly right out of the box and it was completely painless to install and configure. Steam recently made Skyrim SE available for $14.99 and I thought what the heck, no more bashed patches and a more stable game, so I plunked down the cash and took the plunge.

 

The only challenge is SexLab. I have found no less than three "detailed" sets of instructions on how to get it to work and none of them agree with each other. One author even went so far as to claim that using a Mod Manager is a waste of time. Everything else I have installed is working amazingly well and I would just like to include one of my favorite LE mods in my SE build. I have already downloaded SexLab 1.63, SexLab animation Loader, and several animation packs. Following the three different sets of directions has been an exercise in futility.

 

I'm an old guy who recently retired from the IT management field, so I'm not a complete noob but the plethora of contradictory information is just giving me a headache.

 

If you don't want to reply to this thread you can use the email in my LoversLab profile.

 

Thank you  in advance. SL is a great mod and I miss it terribly.

 

DJ in the USA

The nuanced instructions really rely upon which mod manager cult you decide to join.  Mod Organizer 2 (MO2) or Vortex.

 

Nexus Mod Manager isn't recommended any longer and Wrye Bash is just a bit too raw with FOMOD handling to recommend to anyone not really familiar with how things work.  Wrye Bash shouldn't be totally overlooked, however, as it is a powerful tool to manage your load order.  It facilitates drag and drop of mod load order, which Vortex decided was too difficult to implement or that users didn't know what they really wanted, so they made the choice for us.

 

Edit:  I was so wrong...the Vortex method is much more complex.  It adds in an artificial mod inter-dependency system to control load order.  Nice if you need that kind of linkage.  I find WB's method to be much simpler, and how I prefer to operate.  Just raw order.  You can make additional location changes to the same mods without the added complexity of removing/altering the artificial linkages Vortex uses to control things.  It is especially important to avoid adding these rules to Vortex, if you prefer to use WB in this way, as Vortex will actively fight WB for control of your load order as long as those rules are in place (and when sorting or having autosort enabled).

 

If you have any OCD leanings, you're probably going to end up using MO2.  I'm significantly less OCD than many, and have been modding Bethesda games long enough (since Oblivion) that I think I know what I'm doing (right or wrong), so I use Vortex with a bit of Wrye Bash when I feel like I need the extra control.

 

Welcome to LL.

Edited by 4nk8r
Posted

Greetings, everyone! I'm not really clear on how the cache works... Let's say I used SLATE to update the tags. In Sexlab cleared the cache. How and when will the cache reappear in the game?

Posted
2 hours ago, Dimom76 said:

Greetings, everyone! I'm not really clear on how the cache works... Let's say I used SLATE to update the tags. In Sexlab cleared the cache. How and when will the cache reappear in the game?

 

At the moments you start a SexLab scene the mod authors usually ask for Animations with a specific combination of tags and many times the amount of Animations is lesser than 125 so you always with get the same Animations, so in this case the CACHE will  save you a lot of time because instead of search again those Animations will give you the group of Animations already knows. The CACHE can hold 30 groupys of Animations that will be those most recently used.

 

 

Resuming: the SexLab Animation CACHE avoid a lot of unnecessary work of the Papyrus Scripts. The CACHE work very well and very efficient but is not perfect and even when all the internal process of the SexLab Framework keep the CACHE updated. Still when some external mod like the tags of the registered Animations, the CACHE don't notice the changes and don't get updated on those cases and the "Clean Animations CACHE" option become required.

 

 

Posted (edited)

I see. Thanks for the clarification.

 

Anyway, here's the gist of my problem:

 

There is a very long delay (more than 10 minutes) at the beginning and end of the animation. Moreover, this situation occurs only in exteriors. Interiors have a delay of 20 seconds or less. I've been battling this problem all day today, but no result so far. You may have encountered something like this before... I'll send the latest reports if you find the time, please take a look.

Logs.7z

 

P.S. This problem is observed in Sexlab build 1.63b9 (and in github version, reports from github version). The latest version of SLU and SLSO.  And of course many more mods. If needed I will give a clearer picture of my build.

Edited by Dimom76
Posted (edited)
6 hours ago, 4nk8r said:

[Wrye Bash] facilitates drag and drop of mod load order, which Vortex decided was too difficult to implement or that users didn't know what they really wanted, so they made the choice for us.

So wise. So forcefully contemptuous. So condescending. And so completely WRONG!

 

Plugin Drag-n-Drop works perfectly well in Vortex- I have used it myself on a couple of occasions (it's a testament to LOOT that I've only needed to manually adjust my LO a couple of times despite running 420 mods in my last playthrough.) Where are you getting your information, such that you imagine there is some difficulty dragging and dropping plugins in Vortex?

  1. Find the 'Plugin A' that you want to move to a spot after another 'Plugin B' (filter by name, mod name, or sort by Load Order to make it a one-second task to find a plugin)
  2. Click the Dependency icon at the far right of Plugin A's row
  3. Note the tooltip telling you exactly how to drag-n-drop the plugin manually Vortex Manual Drag-n-Drop Plugin.png
  4. Drag Plugin A down to Plugin B
  5. Drop it. From that moment until the end of time, Plugin A will load after Plugin B

I don't know how it could be any easier or more straightforward or intuitive! How would you have designed it such that people who had apparently not read the Vortex Wiki or used Vortex would not pluck disinformation out of thin air and claim the function did not exist? :classic_biggrin:

Edited by Vyxenne
Because it's expected of her at this point
Posted
2 hours ago, Vyxenne said:

So wise. So forcefully contemptuous. So condescending. And so completely WRONG!

 

Plugin Drag-n-Drop works perfectly well in Vortex- I have used it myself on a couple of occasions (it's a testament to LOOT that I've only needed to manually adjust my LO a couple of times despite running 420 mods in my last playthrough.) Where are you getting your information, such that you imagine there is some difficulty dragging and dropping plugins in Vortex?

  1. Find the 'Plugin A' that you want to move to a spot after another 'Plugin B' (filter by name, mod name, or sort by Load Order to make it a one-second task to find a plugin)
  2. Click the Dependency icon at the far right of Plugin A's row
  3. Note the tooltip telling you exactly how to drag-n-drop the plugin manually Vortex Manual Drag-n-Drop Plugin.png
  4. Drag Plugin A down to Plugin B
  5. Drop it. From that moment until the end of time, Plugin A will load after Plugin B

I don't know how it could be any easier or more straightforward or intuitive! How would you have designed it such that people who had apparently not read the Vortex Wiki or used Vortex would not pluck disinformation out of thin air and claim the function did not exist? :classic_biggrin:

Consider me schooled, with egg on my face and shade dripping off me like gravy.  WTF, lady.  Didn't think we had that kind of friction going on to merit this much public battery, but whatever.

 

Anyway, not quite the same as the WB method, more mod A depends on mod B linkage vs raw this here and that there that WB does (like card shuffling), but I agree it functionally amounts to the same thing.

Posted

Fixing something that works usually breaks what worked before. This version of SL is completely fucked, literally nothing works anymore. The animation editor is completely broken, it refuses to play animations or starts animating with random NPCs around because SL simply doesn't add the PC to the thread, sometimes it thinks actors are still animating when they're clearly not, I have to clear cache 5000+ times in a row and stop all current animations 500+ times in a row for it unfuck itself, registering animations takes half a day because it's clearing cache every 0.00000000000000000000001 seconds or something, the new refresh expressions thing does literally nothing, something randomly interferes with adjusting animations so it takes 2 whole minutes to move an actor by 2 inches, animation profiles refuse to apply, I mean, what the fuck, man?
This isn't beta state, this is pre-pre-pre beta.

On top of that, it corrupts your save so I can't even revert to a "functioning" version of SL unless going back to a save without the fucked version install or starting a new game.
 

Posted (edited)
3 hours ago, makesnodifference said:

Fixing something that works usually breaks what worked before. This version of SL is completely fucked, literally nothing works anymore. The animation editor is completely broken, it refuses to play animations or starts animating with random NPCs around because SL simply doesn't add the PC to the thread, sometimes it thinks actors are still animating when they're clearly not, I have to clear cache 5000+ times in a row and stop all current animations 500+ times in a row for it unfuck itself, registering animations takes half a day because it's clearing cache every 0.00000000000000000000001 seconds or something, the new refresh expressions thing does literally nothing, something randomly interferes with adjusting animations so it takes 2 whole minutes to move an actor by 2 inches, animation profiles refuse to apply, I mean, what the fuck, man?
This isn't beta state, this is pre-pre-pre beta.

On top of that, it corrupts your save so I can't even revert to a "functioning" version of SL unless going back to a save without the fucked version install or starting a new game.
 

The papyrusutil.dll is different in Beta 9.  That could be causing an issue during an upgrade.  Beta 9 is probably a new-game only kind of update, or at least requires a "clean save" method.

  1. Uninstall SL in game via the MCM
  2. save your game and exit
  3. uninstall the mod via your mod manager
  4. load the game again without SL installed and load the save you just made in step 2
  5. save your game and exit
  6. install new SLB9 via your mod manager
  7. start the game and load the clean save you made in step 5.
  8. go into 3rd person and go thru the Sexlab install again like you do in a new game.

Nothing is corrupting existing saves unless you're going out of your way to overwrite them in some way.  The corruption you think you see is most likely a side effect of changes in your load order that are being detected when you load an existing save.

 

I haven't studied the Vortex wiki enough to say for certain, and I have zero knowledge of what MO2 shows you, but it doesn't appear at 1st blush that Vortex gives you a good view into plugin load order/index association when looking at your save games via the Vortex UI.  I'm sure Vyxenne will leap out of the shadows to burn me down again if I'm incorrect, and I'm really too lazy and arrogant to go look in the wiki and see myself.

 

In the mean time, should I happen to be correct about Vortex's view on saves, and if MO2 doesn't have a save viewer that shows you this in a useful way, Wrye Bash will show you a 1:1 load order/mod index number relationship, with color coding references to highlight any misaligned or missing plugins in a given savegame.  You can use whatever tools work best for you to fix any discrepancies in your load order that you find.

 

If you're a Vortex user and aren't using the artificial mod inter-dependency method it utilizes for controlling your load order, you can move plugins around via the Wrye Bash UI to restore the load order to beter match the savegame.  You can also create empty plugins via the Wrye Bash UI to use as spacers for the now missing SexLab plugins you removed so your load order doesn't radically shift around as a result.  If you are using Vortex's method, you'll want to work within that framework to correct any load order alignment.  Trying to use Wrye Bash in combination with Vortex's method will result in the 2 programs fighting for control of the load order end result.  Best to avoid that if you can.

 

If you're an MO2 user, hopefully one of the many experts on it will chime in at this point to tell you how to do similar within that framework.  If not, Wrye Bash should still provide a useful aid for viewing the plugin order Skyrim is expecting when it loads that savgegame and you'll be able to use that to fix things in some other way.

Edited by 4nk8r
fixing typos, but not my runons
Posted

how would I do custom realignment?

 

And 2nd, I have some humanoid characters that use human animations, but have dog muzzles. Essentially a furry, would adjusting their alignment cause issue on an animation if I did the same one with a regular human?

Posted
18 hours ago, Dimom76 said:

I see. Thanks for the clarification.

 

Anyway, here's the gist of my problem:

 

There is a very long delay (more than 10 minutes) at the beginning and end of the animation. Moreover, this situation occurs only in exteriors. Interiors have a delay of 20 seconds or less. I've been battling this problem all day today, but no result so far. You may have encountered something like this before... I'll send the latest reports if you find the time, please take a look.

Logs.7z 58.02 kB · 0 downloads

 

P.S. This problem is observed in Sexlab build 1.63b9 (and in github version, reports from github version). The latest version of SLU and SLSO.  And of course many more mods. If needed I will give a clearer picture of my build.

Anyway, I found the cause of the brakes at the beginning and end of the animation... Disabled Grass Control v8, and everything worked fine. But then the question arises.... Even if I have a grass cache destroyed, what does Sexlab have to do with it?

Posted
7 minutes ago, Dimom76 said:

Anyway, I found the cause of the brakes at the beginning and end of the animation... Disabled Grass Control v8, and everything worked fine. But then the question arises.... Even if I have a grass cache destroyed, what does Sexlab have to do with it?

I tried out Grass Control for a bit.  While Sexlab was jockying around the camera during PC/NPC placement/alignement, Grass Control kept rerendering the grass for some reason.    Likely we both need to do the "precache" suggestion for performance reasons.  Take a look at the Description section of the mod for more info on the config file changes needed for that.

Posted (edited)

I have a cache. I meant that even if something changed in load order (while I was looking for error) grass should be taken from cache though with placement errors. But why does it reload at the beginning and end of the animation? I tried going back to GC v.6.0 - everything works (Sexlab) fine, but most likely need to re-cache grass.

Edited by Dimom76
Posted (edited)
23 hours ago, 4nk8r said:

Didn't think we had that kind of friction going on to merit this much public battery

We don't/didn't. Upon re-reading my post it seems that I was unduly harsh in tone if not in content, and I ask that you please accept my sincere apology for abusing you that way.

 

9 hours ago, 4nk8r said:

I'm sure Vyxenne will leap out of the shadows to burn me down again if I'm incorrect

Lol. I have no idea about Vortex's Savegames functions- I have read the Wiki but never had occasion to use (or need) any savegame dissection functionality. And besides, after embarrassing myself yesterday, I don't think I'll be leaping out of any shadows or burning anybody down real soon. :classic_blush:

 

Edited by Vyxenne
Because she didn't plan ahead
Posted

Having an odd issue. probably my fault through some misstep along my way. Whenever install Sexlab (using NMM btw) my LOOT stops working and the mod itself wont work either. on the self debug i ran the console said something about failing to add an actor. Any ideas? is this a known issue I probably caused?

Posted

So I have been doing a little analysis of the SyncLock issue and came up with a theory. This loop in sslThreadModel.psc at around line 1805:

 

while SyncLock
	Log("SyncLock("+id+")")
	Utility.WaitMenuMode(0.01)
endWhile

 

looks like the source of the issues from what I can tell. The problem appears to be that a time of 0.01 is preventing the loop from giving up control in order to allow the thread that is holding the SyncLock to complete. I changed the WaitMenuMode parameter to 0.1 and it seems to work a whole lot better. Still evaluating the change, but I recommend testing with Random Sex set up with a high weighting of group sex animations. That seems to be where the issues show up.

Posted

Hello Folks

 

Its me again after reinstalling the entire game and putting the entirity of my mods completly based in MO2 now.

Im having the crash problem again I have tried indoors outdoors the unowned cell all though for some reason cleanup wouldnt run in that unowned cell it just said 

it would and never did anything I know it did nothing since I waiting more than an hour and nothing popped up ingame or in the console. Anyway getting back on track the game is crashing after it finishes charecter animations and just as the message in the top left pops up saying its done and then to box is meant to pop up.

 

Good news is the the logger is working this time(he just updated the logger because of reports of it not logging apparently) it once again mentions and exception with papurus(I do have the latest version) and later on mentions constantly memory so I'm thinking so sort of issue where its running out of memory.

 

I'll attach the logs below since you folks are alot more intelligent than I If you can help me I would appreciate it.

 

p.s: after you clean sexlab are you meant to go to a save before you cleaned it in order to continue the game since I did a clean at the beginning of a dugeon and it worked fine only crashed when I tried it again after the dungeon(no I dont usually clean frequently I'm just paraniod right now)

Crash_2021_10_30_19-34-0.txt Crash_2021_10_30_19-43-33.txt Crash_2021_10_30_20-17-4.txt

Posted
16 minutes ago, Hatoc123 said:

Hello Folks

 

Its me again after reinstalling the entire game and putting the entirity of my mods completly based in MO2 now.

Im having the crash problem again I have tried indoors outdoors the unowned cell all though for some reason cleanup wouldnt run in that unowned cell it just said 

it would and never did anything I know it did nothing since I waiting more than an hour and nothing popped up ingame or in the console. Anyway getting back on track the game is crashing after it finishes charecter animations and just as the message in the top left pops up saying its done and then to box is meant to pop up.

 

Good news is the the logger is working this time(he just updated the logger because of reports of it not logging apparently) it once again mentions and exception with papurus(I do have the latest version) and later on mentions constantly memory so I'm thinking so sort of issue where its running out of memory.

 

I'll attach the logs below since you folks are alot more intelligent than I If you can help me I would appreciate it.

 

p.s: after you clean sexlab are you meant to go to a save before you cleaned it in order to continue the game since I did a clean at the beginning of a dugeon and it worked fine only crashed when I tried it again after the dungeon(no I dont usually clean frequently I'm just paraniod right now)

Crash_2021_10_30_19-34-0.txt 49.9 kB · 0 downloads Crash_2021_10_30_19-43-33.txt 51.02 kB · 0 downloads Crash_2021_10_30_20-17-4.txt 51.25 kB · 0 downloads

 

Despite that you're now actually getting real crash logs out of NetScriptFramework, papyrusutil.dll is still a highly visible DLL referenced in all 3 NSFW crash logs.  Is your Documents\My Games\Skyrim Special Edition\SKSE\skse64.log showing that papyrusutil.dll is loading without errors?

 

Given the amount of WTF that was going on with your earlier modding, any savegames you had from the previous environment are too damaged to be useful any longer.  I'd suggest starting a new game and seeing how things progress from there.  Maybe not what you want to read, but Bethesda savegames are really fragile things. Changes to load order, removing mods mid-game, etc., even upgrading a mod, can really cause some damage to subsequent game saves.

Posted (edited)
15 minutes ago, 4nk8r said:

 

Despite that you're now actually getting real crash logs out of NetScriptFramework, papyrusutil.dll is still a highly visible DLL referenced in all 3 NSFW crash logs.  Is your Documents\My Games\Skyrim Special Edition\SKSE\skse64.log showing that papyrusutil.dll is loading without errors?

 

Given the amount of WTF that was going on with your earlier modding, any savegames you had from the previous environment are too damaged to be useful any longer.  I'd suggest starting a new game and seeing how things progress from there.  Maybe not what you want to read, but Bethesda savegames are really fragile things. Changes to load order, removing mods mid-game, etc., even upgrading a mod, can really cause some damage to subsequent game saves.

I check the skse log just now and yes it loaded correctly as for starting a new game this is run on a new game. Since I tend to leave old saves when I reinstall. In fact everything in the skse log loaded correctly which is great 

Edited by Hatoc123
Posted
51 minutes ago, Hatoc123 said:

I check the skse log just now and yes it loaded correctly as for starting a new game this is run on a new game. Since I tend to leave old saves when I reinstall. In fact everything in the skse log loaded correctly which is great 

 

If the crashes are still happening, make sure XPMSSE is installed and nothing overwrites the skeletons provided except for More Nasty Critters (the SE converted version), ABC and/or ASOS.  Your crash logs are kind of all over the place.  Seems like you might have unconverted meshes from an LE mod?

Posted
1 hour ago, 4nk8r said:

 

If the crashes are still happening, make sure XPMSSE is installed and nothing overwrites the skeletons provided except for More Nasty Critters (the SE converted version), ABC and/or ASOS.  Your crash logs are kind of all over the place.  Seems like you might have unconverted meshes from an LE mod?

The only thing thats overiting xp32se is the fixed scripts patch as for unconverted I havnt installed any basic skyrim mods so I dunno where thats come from.

Posted
57 minutes ago, Hatoc123 said:

The only thing thats overiting xp32se is the fixed scripts patch as for unconverted I havnt installed any basic skyrim mods so I dunno where thats come from.

HOLY SH*T I think I might of found the problem sitting in a little folder in bloody SIMPLY KNOCK was a paprus dll while it was being overiten maybe something was calling back to it but because I only just loaded back into that skyrim save I'll have to confirm later on I also send the paparus installation itself to the lowest priority and set sexlab with its paprus to the highest priority. If it crashes again I'll make another report but I really hope and pray that that was it.

Posted

I'm new to the papyrus language and scripting in general in Skyrim, but I wanted to modify a mod that uses Sexlab. But I'm not exactly sure how one part works. In sslExpressionSlots.psc I see that there is a PickExpression function that returns a sslBaseExpression object. I had two questions about this:

1. Where is the sslBaseExpression object defined?

2. Where does PickExpression get called from, because I'm assuming this is a function that gets called after a Sexlab Event occurs. But I can't find any more occurrences of this anywhere.  

 

The reason I'm asking this is to be able to change the behavior of expressions if a certain Expression with some name is picked. 

Posted

I am trying special edition first time this week and prowled every category of lovlab mods in sse side XD... I appriciate the work modders put here to keep them updated current version of game so thank you all :). 

 

What i have noticed is that sexlab tools example which was handy in legendary edition if you wanted to change animation or it stages, if stage didnt properly go stage 1 to stage 2 like an one of doggystyle animations where you needed to use change stage line in tools command window and choose stage 2 XD other wise it would just meant you jumped right to stage 3 XD...

 

Sexlab tool doesnt work now so i need to figure out other way to change animation or stage if needed. There is a section in sexlab where you can change animation with O but it takes time to go trough them all XD and right ctrl might be change stage but havent figured out the putton you have to press with it, :) 

 

So i am asking if anyone could give me a hint what i could do here or advice how to use sexlab hotkeys properly :) 

 

Animations that come with sexlab isnt showing but animation loader and its animation packs like anub, milky and nibbles does, fnis how ever i think counts also animations which come with sexlab in overall account if i am understand and read it correctly ( Not being native english speaker it takes sometimes a while before i get hang of things :) ) 

Not sure how to get them show in animation tab but i think there is a way for doing it thought in menu or otherwise. i use some of them mostly leito and 4 udik ones for romance mod in oldrim i think legendary edition is called. 

 

That is kind of my second question how to do that, if anyone have idea :)

 

Thank you ashal for making special edition version of sexlab :) it is nice to have bit of sexy spice to game now and then ;) 

 

 

Posted
4 hours ago, Skippe said:

I am trying special edition first time this week and prowled every category of lovlab mods in sse side XD... I appriciate the work modders put here to keep them updated current version of game so thank you all :). 

 

What i have noticed is that sexlab tools example which was handy in legendary edition if you wanted to change animation or it stages, if stage didnt properly go stage 1 to stage 2 like an one of doggystyle animations where you needed to use change stage line in tools command window and choose stage 2 XD other wise it would just meant you jumped right to stage 3 XD...

 

Sexlab tool doesnt work now so i need to figure out other way to change animation or stage if needed. There is a section in sexlab where you can change animation with O but it takes time to go trough them all XD and right ctrl might be change stage but havent figured out the putton you have to press with it, :) 

 

So i am asking if anyone could give me a hint what i could do here or advice how to use sexlab hotkeys properly :) 

 

Animations that come with sexlab isnt showing but animation loader and its animation packs like anub, milky and nibbles does, fnis how ever i think counts also animations which come with sexlab in overall account if i am understand and read it correctly ( Not being native english speaker it takes sometimes a while before i get hang of things :) ) 

Not sure how to get them show in animation tab but i think there is a way for doing it thought in menu or otherwise. i use some of them mostly leito and 4 udik ones for romance mod in oldrim i think legendary edition is called. 

 

That is kind of my second question how to do that, if anyone have idea :)

 

Thank you ashal for making special edition version of sexlab :) it is nice to have bit of sexy spice to game now and then ;) 

 

 

Sexlab Tools has been ported to se but if you have UI extentions you will have to use BSA browser to unpack the UI extentions BSA in order to prevent the game from crashing on launch(dont ask why it causes crashes otherwise I dont know) This may sound complicated but all you need to do is install bsa browser the when you are in the bsa browser press the open button in the application and find the folder UI extentions is in and click on the BSA in there then when thats loaded click on extract folders and make sure its extracting back to the folder once all thats done and you can see the interface and scripts folder extracted close the application and delete the bsa thats there since you wont need it anymore and Congrats you have Sexlab Tools Working with UI extensions.

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
  • Recently Browsing   1 member

×
×
  • Create New...