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


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Posted (edited)
1 hour ago, zarantha said:

 

Not going to post my entire load order, that's just redonkulus. But this was my SE install before I slashed it to fool around with AE.  Mods enabled: 926. Active plugins: 773, of which 217 are ESMs or ESPs that can't be ESLified. There are larger load orders out there - I haven't even touched on merging mods to make room for more. 175 is small change.

 

image.png.f21f55b34d255657b9ee5071caf2c80b.png

 

ESL/ESPFE was a revolution when it came to SE.  Not having to merge mods all the time is wonderful.  926 773 is impressive to me.  I'm down to 257 plugins at the moment.  131 ESM/ESP, 126 ESL/ESPFE.  Most I ever had was around 540 active on my last load order, 250ish ESM/ESP, and around 190 ESL/ESPFE.  I did dance around the "full" ESM/ESP plugin limit quite a bit.  Compacted many into ESL/ESPFE instead of going down the merge route.  Any plugins that would otherwise be BASHable are candidates to be made ESPFE.  One major deterrent to ESLification are older mods that don't scan for their dependencies above the 254th position.  Racemenu and SkyUI are both huge victims of this.  I'm currently trying out the various defeat mods available with a minimal setup to figure out which one I like the best, otherwise I'd be flirting with the 500+ level I used to use.

Edited by 4nk8r
initially referenced your mod vs plugin count
Posted
9 minutes ago, 4nk8r said:

 

ESL/ESPFE was a revolution when it came to SE.  Not having to merge mods all the time is wonderful.  926 is impressive to me.  I'm down to 257 mods at the moment.  131 ESM/ESP, 126 ESL/ESPFE.  Most I ever had was around 540 active on my last load order, 250ish ESM/ESP, and around 190 ESL/ESPFE.  I did dance around the "full" ESM/ESP plugin limit quite a bit.  Compacted many into ESL/ESPFE instead of going down the merge route.  Any mods that would otherwise be BASHable are candidates to be made ESPFE.  One major deterrent to ESLification are older mods that don't scan for their dependencies above the 254th position.  Racemenu and SkyUI are both huge victims of this.  I'm currently trying out the various defeat mods available with a minimal setup to figure out which one I like the best, otherwise I'd be flirting with the 500+ level I used to use.

 

I trim it down every once in a while, but it keeps growing back.

Posted
12 minutes ago, zarantha said:

 

I trim it down every once in a while, but it keeps growing back.

 

I have whatever that disease is called.  I'm forever removing and adding stuff.  Mostly adding.  I haven't completed a playthru in years due to all the tinkering I do.  I eventually destroy my savegames.  Some mods just can't be removed without permanent damage, even when keeping your remaining mods in perfect alignment with the savegames.

Posted (edited)
16 hours ago, PussieTepulus said:

I never met anyone with over 175 mods on SE can you show load order, I use my load order from LE.

"Load Order" is not mod count. Here are my mod counts for all of my SSE profiles including my current one (profile IDs blacked out for obvious reasons):

Mod Counts 20220117.png

I read a post a couple of years ago shortly after ESLs/ESPFEs were "popularized" from an SSE player who claimed to have 900 active mods.

 

And here is a player who is apparently running over 900 mods in SSE:

 

And another one running 1,326 mods in Oldrim:

 

I have a total of 190 active plugins, 111 of which are ESLs or ESPFEs. So only 79 ESM/ESPs.

 

As you can see, my 300-400 SSE mods is not anywhere near the highest, and your "never heard of anybody running over 175 mods in SSE" seems absurd to me, especially given  how much more stable SSE is compared with Oldrim.

Edited by Vyxenne
Because her plugins were crying out to be counted
Posted
39 minutes ago, 4nk8r said:

One major deterrent to ESLification are older mods that don't scan for their dependencies above the 254th position.  Racemenu and SkyUI are both huge victims of this. 

Really? Can this be fixed?

 

As info, the main issue with SkyUI_SE is that the author(s) did not make Skyrim.esm a Master of it, and so the Vanilla game launcher and/or Mods function disable SkyUI_SE.esp. The fix is, of course, to add the Master it should've had all along, a 30-second task in SSEEdit. The workaround is to never use the vanilla launcher or Mods tab for any reason- Vortex and MO2 have no problem activating SkyUI_SE.esp without its Master.

Posted (edited)
6 minutes ago, Vyxenne said:

Really? Can this be fixed?

 

As info, the main issue with SkyUI_SE is that the author(s) did not make Skyrim.esm a Master of it, and so the Vanilla game launcher and/or Mods function disable SkyUI_SE.esp. The fix is, of course, to add the Master it should've had all along, a 30-second task in SSEEdit. The workaround is to never use the vanilla launcher or Mods tab for any reason- Vortex and MO2 have no problem activating SkyUI_SE.esp without its Master.

Mods use Papyrus scripts to scan for dependencies.  You can edit them to scan above that range, but I hate messing with trying to recompile scripts.  Chasing dependencies down so the compile completes is a huge PITA.

 

Edit:  Read the 2nd part too fast.  Never encountered what you're talking about, personally, with activation.  My comment was solely about mods being able to tell SkyUI was even loaded (when it was) when it is ESLified, due to reasons I've just described.

Edited by 4nk8r
Posted
On 1/16/2022 at 1:45 PM, PussieTepulus said:

Modders are updating for AE only.  JK's Skyrim is AE only. 

The most recent JK's Skyrim version is 1.7, released in April of last year. I'm running it with no issues at all in my SSE 1.5.97 build. Also, Teabag86 (co-author of JK's Skyrim) posted this in a sticky on the JK's Skyrim  page:

JK's Skyrim (and all JK's Interiors) can be used with SE or AE and with old, new or no USSEP. It makes no difference.

. So I'm struggling to understand exactly what you are talking about, if you know.

Posted (edited)
1 hour ago, breanna_banana said:

So this mod doesn't work anymore [...] ?

Incorrect- SLF 1.64x works fine in games with version numbers >= 1.6.xxx.

 

 

1 hour ago, breanna_banana said:

SkyUI hasn't been updated for AE

This is technically correct, but it is based on the false premise that

  • SkyUI 5.2SE doesn't work; and
  • SkyUI 5.2SE requires updating to be compatible with AE.

The prevailing wisdom (based on users' in-game reports) is that SkyUI 5.2SE works mostly fine in AE; it seems likely that the only parts that don't work well are due to issues that haven't yet been addressed in SKSE64 for AE. Since SkyUI is SKSE-version independent, it should not need updating for AE- the remaining issues should go away when SKSE64 is completed.

 

 

1 hour ago, breanna_banana said:

making most mods on this site not function?

While there are definitely several, maybe even many, mods on LL that don't work with "AE" versions of the game yet, it seems to me that "most mods" is a stretch. The hundreds of outfit mods hosted here, for example, work fine in all versions of Skyrim including Oldrim, SSE, VR, 1.6.xxx and purchased AE. Since your comments are based on the false presumption that SkyUI is broken, it may be safe to say "several SKSE-dependent SexLab-related mods" don't yet work in AE.

 

If you really want to know the actual status of "your" mods instead of making exaggerated blanket assertions that are clearly inaccurate, @tasairis is keeping up with them at the top of his SE Compatibility page.

Edited by Vyxenne
Because her weasel words needed a walk
Posted (edited)
1 hour ago, Vyxenne said:

Incorrect- SLF 1.64x works fine in games with version numbers >= 1.6.xxx.

 

 

This is technically correct, but it is based on the false premise that

  • SkyUI 5.2SE doesn't work; and
  • SkyUI 5.2SE requires updating to be compatible with AE.

The prevailing wisdom (based on users' in-game reports) is that SkyUI 5.2SE works mostly fine in AE; it seems likely that the only parts that don't work well are due to issues that haven't yet been addressed in SKSE64 for AE. Since SkyUI is SKSE-version independent, it should not need updating for AE- the remaining issues should go away when SKSE64 is completed.

 

 

While there are definitely several, maybe even many, mods on LL that don't work with "AE" versions of the game yet, it seems to me that "most mods" is a stretch. The hundreds of outfit mods hosted here, for example, work fine in all versions of Skyrim including Oldrim, SSE, VR, 1.6.xxx and purchased AE. Since your comments are based on the false presumption that SkyUI is broken, it may be safe to say "several SKSE-dependent SexLab-related mods" don't yet work in AE.

 

If you really want to know the actual status of "your" mods instead of making exaggerated blanket assertions that are clearly inaccurate, @tasairis is keeping up with them at the top of his SE Compatibility page.

Ok thanks :)

Spend 10 hours trying to get SkyUI to work and after talking to a bunch of people was told that it wasn't updated and doesn't work with the most current version

Edited by breanna_banana
Posted

SkyUI and UIExtensions never need updating for new Skyrim engines. They just aren't those kinds of mods.

 

They do require SKSE but only for the functionality it adds to Papyrus scripting, and that isn't affected by game updates.

Posted
On 1/17/2022 at 10:26 AM, retrothegamer said:

Thank you so much man! It was infact SOS causing this. Disabling it fixed the issue. 

You are very welcome.

 

If anyone gets an infinite load screen, RS Children and Bruma are incompatible and needs an updated RS Children/Bruma Patch.  Took me a while to find that culprit.

 

SOS Update by chuckseven1 no longer causes CTD.  

Posted (edited)

I have a problem where the mouth closes at the end of blowjob animations and then re-opens after like 10 or so seconds. Anyone know what to do about it? I'm guessing some kind of script lag maybe?

Setting autorefresh delay to 0.5x helps a little bit by making the mouth open quicker but I still would rather not get my dick bit off

Edited by Coompocalypse
Posted

facial animations no longer work for me with this update...i made sure all the proper settings were ticked and still no luck with facial animations. haven't had any problems till i got the latest sexlabframework se update. any suggestions?

Posted
On 12/31/2021 at 2:50 PM, OsmelMC said:

 

 

At least the actor disappearing is well know. Usually the actor get a scale 0.1 on that case, and is caused for a wrong file version overwriting the SexLab scripts. the most common case is a wrong SLSO version but any mod overwriting the SexLab files can cause it. If you have SLSO make sure that you have the version that match your SexLab version. 

Is there a SLSO version that works with beta 8?

Posted
29 minutes ago, blackoperations said:

Is there a SLSO version that works with beta 8?

Of course but probably is not on the downloads. Check on the download page of the SLSO for some version with "SL1.63b8" on the file name. If not just ask on his discussion thread.

Posted
6 hours ago, Coompocalypse said:

I have a problem where the mouth closes at the end of blowjob animations and then re-opens after like 10 or so seconds. Anyone know what to do about it? I'm guessing some kind of script lag maybe?

Setting autorefresh delay to 0.5x helps a little bit by making the mouth open quicker but I still would rather not get my dick bit off

Probably is part of the Animation, but you can check if is some specific expression or the lips sync of the moans, in both cases can be adjusted on the Expression Editor.

 

 

Also check if you have some mod to apply expressions like the "Conditional Expressions" in which case I have the required patch on my Tweak page.

Posted
10 hours ago, PussieTepulus said:

You are very welcome.

 

If anyone gets an infinite load screen, RS Children and Bruma are incompatible and needs an updated RS Children/Bruma Patch.  Took me a while to find that culprit.

 

SOS Update by chuckseven1 no longer causes CTD.  

At least your game boots. 
When I have SL enabled it doesn't even boot. 
I have asked this question several times but everyone here is more content with infighting instead of actually helping people.

Posted
2 hours ago, OsmelMC said:

Probably is part of the Animation, but you can check if is some specific expression or the lips sync of the moans, in both cases can be adjusted on the Expression Editor.

 

 

Also check if you have some mod to apply expressions like the "Conditional Expressions" in which case I have the required patch on my Tweak page.

It happens on every blowjob animation. I have conditional expressions so I tried your patch but it made no difference. I have a large load order so it must be script lag because it didn't happen when I had fewer mods.

Posted
1 hour ago, Jordan_Dexter0 said:

At least your game boots. 
When I have SL enabled it doesn't even boot. 
I have asked this question several times but everyone here is more content with infighting instead of actually helping people.

 

The reason nobody is answering your queries is because you're not reading the forum thread of those that have come before you.  You're not the 1st, though everyone wishes there'd soon be a last, that isn't paying attention to the, unfortunately, complex interdependence of version numbers on everything, aren't willing to read about those that have come before you and received this same advice...over and over and over.  We have question fatigue.  Like parents in the car with the kids on a road trip, "Are we there yet?".  Nothing personal, but look back through the thread for your answers.  Learn to fish, as the saying goes.  And you even have a CC mod to go with the theme, no?

 

It's all about the DLLs.  Any mod that has any kind of DLL is super, super, super (did I say "super" yet?) SUPER sensitive to game/SKSE64 updates.

  1.  If you're running the AE, figure out what version of AE you're running...probably the most recent, either because you didn't take steps to prevent unwanted Steam updates or you unknowingly updated on purpose without realizing how fucked you were going to be.
  2. Version numbers matter for mods that have DLLs.  SKSE64 version, Address Libraries, PapyrusUitl, Jcontainers, Schlongs of Skyrim DLL, etc.  They all need to be compatible with each other.  Go figure out what versions of mods that you have, that possess DLLs, and if that version is the latest, and if it is updated for the AE version you're running.
  3. Follow this thread to stay in the loop on when compatible updates for AE have been released and help you know if you're still going to be waiting on something specific.
  4. If not everything you want/need for AE is updated yet, consider rolling back to SSE 1.5.97/SKSE64 2.0.20 using one of the methods listed in my signature (the unofficial patcher is easiest, try "best of both worlds" version to keep AE content with 1.5.97 game binaries).
  5. If something you need isn't updated yet, don't go all entitled and start whining for updates and bothering the mod author for a timeline on when it will be released.  Just keep an eye on those threads, and the thread I referenced above, and wait patiently for the next update...and hope Bethesda doesn't release ANOTHER update for SSE and start the roller coaster all over again before things at least stabilize on an AE version everyone can land on, much like SSE 1.5.97/SKSE64 2.0.20 provides for non-AE endusers.
  6. If you think you've done all your due diligence on the above, and you're still not succeeding, come in here and ask for advice while including a list of all the versions of whatever you have installed of the dependencies for all of these mods you want to use.  You haven't once included any version numbers of anything that you have installed.  We don't want a full laundry list...at least not until we've ruled out the specific mods that are required for Sexlab and its dependencies to work correctly.
  7. Figure out how to block unwanted updates in Steam so you don't become a victim again.
  8. read. the. threads.  Don't be lazy.  Don't even consider that you're the only one that is having or has had this issue.  Your entitlement is showing.
Posted
2 hours ago, Jordan_Dexter0 said:

At least your game boots. 
When I have SL enabled it doesn't even boot. 
I have asked this question several times but everyone here is more content with infighting instead of actually helping people.

Next year is my 40th anniversary of alpha and beta testing.  First game I tested 1983 Dragon's Lair.  I can read coding for errors, but cannot write.

Posted
On 1/18/2022 at 12:06 AM, Vyxenne said:

"Load Order" is not mod count. Here are my mod counts for all of my SSE profiles including my current one (profile IDs blacked out for obvious reasons):

Mod Counts 20220117.png

I read a post a couple of years ago shortly after ESLs/ESPFEs were "popularized" from an SSE player who claimed to have 900 active mods.

 

And here is a player who is apparently running over 900 mods in SSE:

 

And another one running 1,326 mods in Oldrim:

 

I have a total of 190 active plugins, 111 of which are ESLs or ESPFEs. So only 79 ESM/ESPs.

 

As you can see, my 300-400 SSE mods is not anywhere near the highest, and your "never heard of anybody running over 175 mods in SSE" seems absurd to me, especially given  how much more stable SSE is compared with Oldrim.

I now have 350 of my favorite mods now.  LE was extremely stable.  SE I had too many problems, it came from Beyond Skyrim Bruma.  Beyond Skyrim will be having all the territories of Temreil.  I cannot overload with mods like LE.

Posted
1 hour ago, Coompocalypse said:

It happens on every blowjob animation. I have conditional expressions so I tried your patch but it made no difference. I have a large load order so it must be script lag because it didn't happen when I had fewer mods.

 

If you suspect script lag, and you're using an ENB with the effects enabled, consider disabling the effects and just running it in boost mode...at least as a troubleshooting step.  ENB effects are a huge framerate thief and Papyrus needs those time slices between frames to execute things.  If you just can't stand to run without ENB effects, consider running the game at a lower resolution to try and make up for that.

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