OsmelMC Posted November 30, 2021 Posted November 30, 2021 2 hours ago, laura1212 said: hi i'm having trouble with animations and sexlab. I install sexlab in the game and when loading game there are no character animations, it is static as when loading a character in modder to edit it You forgot to run FNIS or Nemesis after install the sexlab files
Majinnoone Posted November 30, 2021 Posted November 30, 2021 (edited) OsmelMC I personally almost removed every mod from my game started a new test pc and i didnt get a error but cant install, when i reload that same save i get the dill error again there is something wrong. I have all files required i did every fix on this site, and i removed every mod i wanted to play just to test for conflicts there is nothing left sex lab. Anyhow i hope someone will FINNALLY figure out why this is happening to us, i posted my dill i posted pics and everything shouldn't be anything else needed to know. I am not sure why it is so hard for smart programmers to figure out i understand the game company screw everything up but man will there be a fix for this within the next few months? (when i said smart i ment it wasnt being sarcastic ) i reread this and sounded like a butthole had to add this. I am trying to relay my feelings on the matter without conflict thus i dont want misunderstandings:) just really want to see what my new mods do but they are based off sexlab so i cant, not i pray to talos i can figure my load order to get my body mods working again since i messed it up to test sex lab Edited November 30, 2021 by Majinnoone
laura1212 Posted November 30, 2021 Posted November 30, 2021 1 hour ago, OsmelMC said: Olvidó ejecutar FNIS o Nemesis después de instalar los archivos de sexlab yes, i did that too
2xchampion Posted December 1, 2021 Posted December 1, 2021 after upgrading to SexLabFrameworkSe_v163 from beta 9 Sl animation loader doesn't show registering animations in console. Is this normal did i fk something up?
Ashal Posted December 1, 2021 Author Posted December 1, 2021 12 minutes ago, 2xchampion said: after upgrading to SexLabFrameworkSe_v163 from beta 9 Sl animation loader doesn't show registering animations in console. Is this normal did i fk something up? Console logging is only enabled when debug mode is on, though papyrus trace logging is still enabled so you can check that. Since it's no longer being released as a beta thats supposed to be used for testing, debug mode is now turned off by default. 2
2xchampion Posted December 1, 2021 Posted December 1, 2021 59 minutes ago, Ashal said: Console logging is only enabled when debug mode is on, though papyrus trace logging is still enabled so you can check that. Since it's no longer being released as a beta thats supposed to be used for testing, debug mode is now turned off by default. understandable ?
Hatoc123 Posted December 1, 2021 Posted December 1, 2021 Hello Folks I dont know which area to put this, but since the latest paprus is bundled with sexlab I'm putting it here I'm running the before AE version of sexlab and I know that this isnt a problem with sexlab itself but papyrus has been acting really really slow with events using papyrus taking more than serveral minutes sometimes to activate. I have turned down the range on some of the stressful mods but this is still happening is there some tips I could have on how to keep papyrus fast because this slowness is killing me. Let me make it clear that I'm not complaining about anyones mods I just want tips on how to keep things fast or speed up papyrus Thanks Hatoc
mikepros Posted December 1, 2021 Posted December 1, 2021 Any good Sexlab mods that support Anniversary Edition? Most mods from the SE Index are form 43 or outdated.
tasairis Posted December 1, 2021 Posted December 1, 2021 30 minutes ago, mikepros said: Any good Sexlab mods that support Anniversary Edition? Most mods from the SE Index are form 43 or outdated. 43 doesn't matter. My list is currently tracking mods that don't work in AE yet; the big dependency that LL cares about and that isn't updated yet is JContainers, which does have an alpha but might be buggy, which means SLAL is questionable (and CF too if you want that). Otherwise, stuff like SexLab and CBPC and SoS are updated and ready to go.
Dutchu Posted December 2, 2021 Posted December 2, 2021 Hi there. Where is SexLabFrameworkAE_v164b.7z file?
tasairis Posted December 2, 2021 Posted December 2, 2021 10 minutes ago, Dutchu said: Hi there. Where is SexLabFrameworkAE_v164b.7z file? Same way you get it from every other download thread:
Dutchu Posted December 2, 2021 Posted December 2, 2021 10 minutes ago, tasairis said: Same way you get it from every other download thread: Thanks. Sorry, but I'm quite new and was thinking that at the end of a post are all the links.
chris312 Posted December 2, 2021 Posted December 2, 2021 So I think I found a glitch. With the current version of Sexlab 163.7 when I have a tall custom woman my character has sex with they are made really short because I choose the even there height option. When I do the same thing on Sexlab 1.63beta9 it works like it should and has there heights made the same.
tasairis Posted December 2, 2021 Posted December 2, 2021 5 hours ago, Dutchu said: Thanks. Sorry, but I'm quite new and was thinking that at the end of a post are all the links. No worries. Every mod "download" has a thread associated with it, but when you're in one of those threads it's not necessarily obvious that's you are. Even more so with very active threads like this one that have a life of their own.
lol4530 Posted December 2, 2021 Posted December 2, 2021 I'm on SE with the AE update from steam so i'm on 1.6.323 with address library,etc but still get the error of Papyrusutil and sexlabutil saying the library needs updated (1.64b) I spent hours trying different versions and i'm at a loss. If I use the Sexlab framework 1.6.3 version I get into game but says sexlabutil is outdated or missing. I have tried clean installing several times only using the required mods to get sexlab working as well as various combinations but no avail. My SKSE is on 2.1.3
Ashal Posted December 2, 2021 Author Posted December 2, 2021 2 hours ago, lol4530 said: I'm on SE with the AE update from steam so i'm on 1.6.323 with address library,etc but still get the error of Papyrusutil and sexlabutil saying the library needs updated (1.64b) I spent hours trying different versions and i'm at a loss. If I use the Sexlab framework 1.6.3 version I get into game but says sexlabutil is outdated or missing. I have tried clean installing several times only using the required mods to get sexlab working as well as various combinations but no avail. My SKSE is on 2.1.3 You need to be using 1.64b. And you probably have something overwriting the files from it in your mod manager.
mikepros Posted December 2, 2021 Posted December 2, 2021 17 hours ago, tasairis said: 43 doesn't matter. My list is currently tracking mods that don't work in AE yet; the big dependency that LL cares about and that isn't updated yet is JContainers, which does have an alpha but might be buggy, which means SLAL is questionable (and CF too if you want that). Otherwise, stuff like SexLab and CBPC and SoS are updated and ready to go. so the warning my MO2 gives me of form 43 mods are false? Should I ignore them anyway?
nomkaz Posted December 2, 2021 Posted December 2, 2021 5 minutes ago, mikepros said: so the warning my MO2 gives me of form 43 mods are false? Should I ignore them anyway? You can disable that under the tools button then go in the "Plugins" tab
alster523 Posted December 2, 2021 Posted December 2, 2021 I apologise if thos has already been asked but for dome reason when a sexlab animations is being played even by other actors,if i hit space or shift i go from a full 60 dps dpwn to about 2 to 10 untill i resart the game. Is there a known fix for this or have i fucked something up?
Martok73 Posted December 2, 2021 Posted December 2, 2021 Hi, so I have updated from 163beta8 to 163 and after doing so if I use the CLEAN button for any reason then right after it says Sexlab v1.63 ready, about 2 seconds later the game CTDs. The crash logs are showing it has something to do with PapyrusUtil. When I installed 163 I let it overwrite everything including PapyrusUtil which I am hoping is what I was supposed to do? Here is the latest crash log and Papyrus log, hoping y'all can tell me what to do to fix it and stop it from crashing just because I "clean" the system. Crash_2021_12_2_14-6-21.txtPapyrus.0.log
Vyxenne Posted December 2, 2021 Posted December 2, 2021 (edited) 9 hours ago, mikepros said: so the warning my MO2 gives me of form 43 mods are false? Should I ignore them anyway? Not false - the warnings are true and accurate, Vortex flags them as well - but they are simply irrelevant in the opinions of many people who are not named Arthmoor. On the other hand, there are some "experts" who state that including Form Type 43 plugins in your load order may cause issues 250 saves down the road, and it will not be possible to troubleshoot the issues, nor recover that playthrough. So if you ignore the warnings, you will have lots of company. Personally, I update all the Form Type 43 (or 42, 40, whatever) plugins in mods I convert to Form Type 44 if I'm going to publish my conversions, just to hold the number of user complaints to a minimum. For the rest of them, I try to remember to update them before starting a new game if it's convenient to do so, meaning I remember to check for them after installing my new load order and I have the 1-minute-per-plugin required to update them in the CK. The reason I do this is that I do sometimes get strange behaviors mid-playthrough - mods that have worked perfectly for months suddenly stop working for no apparent reason; savegames that loaded fine 2 days ago no longer load; sudden inability to launch the game (CTD on launch) etc. etc. Can I prove any relationship between these issues and my few remaining Form Type 43 plugins? Nope. No logs show any errors, neither Vortex nor Wrye Bash show any unexpected conflicts, Resaver shows no orphan scripts or undefined elements or threads. My game just suddenly stops working, either partly (a mod or two stop working) or completely (can't launch the game.) So I basically don't know who is correct- it matters or it doesn't matter. Hard to prove either way. But I will not recommend to anyone that they ignore the advice of the developers of Vortex and MO2 and other Bethesda-mod tech-gurus because updating to Form Type 44 does not hurt anything, takes only a few seconds and might be helpful later in some unseen ways (you can't prove why a random crash did not occur!) So you make your own decision. Edited December 2, 2021 by Vyxenne Pentru că blocările computerului nu sunt bune 1
Tlam99 Posted December 2, 2021 Posted December 2, 2021 https://davidjcobb.github.io/skyrim-writings/articles/form-versions-43-and-44.html 3
4nk8r Posted December 2, 2021 Posted December 2, 2021 58 minutes ago, Vyxenne said: Not false - the warnings are true and accurate, Vortex flags them as well - but they are simply irrelevant in the opinions of many people who are not named Arthmoor. On the other hand, there are some "experts" who state that including Form Type 43 plugins in your load order may cause issues 250 saves down the road, and it will not be possible to troubleshoot the issues, nor recover that playthrough. So if you ignore the warnings, you will have lots of company. Personally, I update all the Form Type 43 (or 42, 40, whatever) plugins in mods I convert to Form Type 44 if I'm going to publish my conversions, just to hold the number of user complaints to a minimum. For the rest of them, I try to remember to update them before starting a new game if it's convenient to do so, meaning I remember to check for them after installing my new load order and I have the 1-minute-per-plugin required to update them in the CK. The reason I do this is that I do sometimes get strange behaviors mid-playthrough - mods that have worked perfectly for months suddenly stop working for no apparent reason; savegames that loaded fine 2 days ago no longer load; sudden inability to launch the game (CTD on launch) etc. etc. Can I prove any relationship between these issues and my few remaining Form Type 43 plugins? Nope. No logs show any errors, neither Vortex nor Wrye Bash show any unexpected conflicts, Resaver shows no orphan scripts or undefined elements or threads. My game just suddenly stops working, either partly (a mod or two stop working) or completely (can't launch the game.) So I basically don't know who is correct- it matters or it doesn't matter. Hard to prove either way. But I will not recommend to anyone that they ignore the advice of the developers of Vortex and MO2 and other Bethesda-mod tech-gurus because updating to Form Type 44 does not hurt anything, takes only a few seconds and might be helpful later in some unseen ways (you can't prove why a random crash did not occur!) So you make your own decision. Correlation and causation regarding form 43 corruption are not established. Everything is anecdotal and, if you've at any point upgraded, added to, or removed anything in your load order since initial game start, everything you've done is also suspect and equally valid. Nobody has found any way to prove the link. It's all nebulous.
OsmelMC Posted December 3, 2021 Posted December 3, 2021 4 hours ago, Martok73 said: Hi, so I have updated from 163beta8 to 163 and after doing so if I use the CLEAN button for any reason then right after it says Sexlab v1.63 ready, about 2 seconds later the game CTDs. The crash logs are showing it has something to do with PapyrusUtil. When I installed 163 I let it overwrite everything including PapyrusUtil which I am hoping is what I was supposed to do? Here is the latest crash log and Papyrus log, hoping y'all can tell me what to do to fix it and stop it from crashing just because I "clean" the system. Crash_2021_12_2_14-6-21.txt 48.5 kB · 2 downloads Papyrus.0.log 1.03 MB · 4 downloads Your log basically said that you have to clean your Save with the ReSaver. Also you don't need to execute the Clean System when you update the SexLab at lease something be wrong with the SexLab automatic update procedure that was wrong on the BETA 9 but should be fine on this version and should do just the required updates. Always make sure of manually save the game before close it because the automatic saves are bad for load the game. Read this instructions...
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