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


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Posted

Is there a mod that enhances TFC (toggle between First person view and  last view)?

In sexlab, when toggle free camera,Always start from the first person view. Is there a mod setting that starts from the previous position instead of the first person view?

thank

Posted
13 hours ago, glob415 said:

How do I make my Futanari character act as a male when having sex with a women but a female with a man?

Like I do not want my character to penetrate a man, I'm not into that. Any advice on how to do this?

First you need my Mod SLU+ because the Framework by himself still is very limited to deal with Futa actors.

 

Second, the Futa actor should have a SexLab gender different from the vanilla gender, to be recognized as Futa be the SexLab.

 

Finally if the animation is tagged as vaginal, pussy or cunilingus, and have at least one female and one male position defined, the positions will be property sorted by his own.

But outside of those cases the position need to be settled by the external mod that start the animation in first place. For example for a "anal" tagged animation with two positions, the Futa actor should be in the first position and the Male actor in the second.

 

Sadly most of the Mod author's don't care about the actor positions, for example SexLab Defeat always set the Player at the first position and tagged it as the victim even when is the aggressor.

By other side if you use the MatchMaker to start the animation you just have to cast the spell first over the Futa actor and then the rest because the order do matter.

 

 

By the way you can know if the animation position was made for males or females with just check the option to choose the position to edit on the "Animation Editor" page of the SexLab MCM; that option show the Gender and position number as was defined on the JSON file. You can also edit the Animation JSON files and reload it with the "SL Animation Load", if you think is wrongly settled.

 

Posted
8 minutes ago, pxd2050 said:

Is there a mod that enhances TFC (toggle between First person view and  last view)?

In sexlab, when toggle free camera,Always start from the first person view. Is there a mod setting that starts from the previous position instead of the first person view?

thank

I think in my case always return to the previous camera mode. 

 

I have the IFPV Mod installed, not sure if is the reason.

Posted (edited)
3 hours ago, OsmelMC said:

I think in my case always return to the previous camera mode. 

 

I have the IFPV Mod installed, not sure if is the reason.

Thank you for your reply. My English is very poor. I guess I didn't fully express my meaning.
At present, no mod has this function, including ifpv. Trust me, this is a very important function. I hope you try as I say.

In sexlab with ifpv:

1 press the TFC (toggle free camera) key : camera set free. from A(first person view)  

2 camera move to B(where you want to watch animation)

3 Press the TFC key :camera return to A.

4 Press the TFC key : camera set free. from A.
what I want:

1 press the TFC (toggle free camera) key : camera set free. from A(first person view)  

2 camera move to B(where you want to watch animation)

3 Press the TFC key :camera return to A.

4 Press the TFC key : camera set free. from B.

5 if you don't move B. toggle between A and B.

6 if you move to C, toggle between A and C.

 

This function realizes the toggle between the first person view  and the user-defined view.

Edited by pxd2050
Posted
8 hours ago, OsmelMC said:
8 hours ago, pxd2050 said:

Is there a mod that enhances TFC (toggle between First person view and  last view)?

In sexlab, when toggle free camera,Always start from the first person view. Is there a mod setting that starts from the previous position instead of the first person view?

thank

I think in my case always return to the previous camera mode. 

 

I have the IFPV Mod installed, not sure if is the reason.

+2 :classic_biggrin: : my view always reverts to my previous view when I toggle TFC on or off; I am also running Immersive First Person View.

Posted
5 hours ago, pxd2050 said:

Thank you for your reply. My English is very poor. I guess I didn't fully express my meaning.
At present, no mod has this function, including ifpv. Trust me, this is a very important function. I hope you try as I say.

In sexlab with ifpv:

1 press the TFC (toggle free camera) key : camera set free. from A(first person view)  

2 camera move to B(where you want to watch animation)

3 Press the TFC key :camera return to A.

4 Press the TFC key : camera set free. from A.
what I want:

1 press the TFC (toggle free camera) key : camera set free. from A(first person view)  

2 camera move to B(where you want to watch animation)

3 Press the TFC key :camera return to A.

4 Press the TFC key : camera set free. from B.

5 if you don't move B. toggle between A and B.

6 if you move to C, toggle between A and C.

 

This function realizes the toggle between the first person view  and the user-defined view.

 

 

I don't know if is possible, last time I checked i don't find the needed functions to get and set the camera position in free camera mode. 

Posted (edited)
36 minutes ago, OsmelMC said:

 

 

I don't know if is possible, last time I checked i don't find the needed functions to get and set the camera position in free camera mode. 

script don't have camera position function. I am trying to edit the ifpv source code to achieve this function. 

Edited by pxd2050
Posted (edited)
1 hour ago, OsmelMC said:

 

 

I don't know if is possible, last time I checked i don't find the needed functions to get and set the camera position in free camera mode. 

I find sexlab and OsmelMC Mod Tweaks doesn't Filter Activation thorough. So I add a  perk to player for Filter Activation.This works very well, but it brings a bug: when I press active hotkey, camera toggle between first person view and furniture view, this feel Immersive. but this Cause CTD. Now I want to make This function realizes the toggle between the first person view  and the user-defined view.and solve CTD.

Edited by pxd2050
Posted
1 hour ago, pxd2050 said:

I find sexlab and OsmelMC Mod Tweaks doesn't Filter Activation thorough. So I add a  perk to player for Filter Activation.This works very well, but it brings a bug: when I press active hotkey, camera toggle between first person view and furniture view, this feel Immersive. but this Cause CTD. Now I want to make This function realizes the toggle between the first person view  and the user-defined view.and solve CTD.

Show me the scripts!

Posted (edited)

EDIT* I am a dork. ?‍♀️  I forgot somehow.. to actually update SKSE and just kept looking over it.. Duh?

Edited by Bushi Neko
Posted (edited)

Hello.

I am trying to mod my game after years, and I am having problems making SKSE work. I am playing Skyrim SE, there is a UPDATE TO ANIVERSARY thing in the main menu. Should I update or will it brake current mods available?

 

I follow steps installing SKSE and my current obstacle is when I open the game from MO2 it tells me my current version of skyrim is newer than the loader. Currently I am playing version 1.6.353.08 according to the game.

TY in advance.

Edited by APL Avatar
Posted
1 minute ago, APL Avatar said:

Hello.

I am trying to mod my game after years, and I am having problems making SKSE work. I am playing Skyrim SE, there is a UPDATE TO ANIVERSARY thing in the main menu. Should I update or will it brake current mods available?

 

I follow steps installing SKSE and my current obstacle is when I open the game from MO2 it tells me my current version of skyrim is newer than the loader. Currently I am playing version 1.6.353.08 according to the game.

TY in advance.

 

You've already updated.

 

At this point you're probably alright - unless one of the mods you want to install is in the "Not updated" part of this list. Just make sure that every SKSE mod you get which uses a DLL says that it is compatible with Skyrim "AE".

Posted
12 minutes ago, tasairis said:

 

You've already updated.

 

At this point you're probably alright - unless one of the mods you want to install is in the "Not updated" part of this list. Just make sure that every SKSE mod you get which uses a DLL says that it is compatible with Skyrim "AE".

Ah, I was thinking since it was asking it would not update. I guess it might be the wrong SKSE version then. I installed for SE instead of AE. Then should I press the update to AE thing in the start menu?

I see the mod HDT-SMP (Skinned Mesh Physics) is in the list of not working, I think I have that one. Any option to it or just waiting for update?

Posted
2 minutes ago, APL Avatar said:

Then should I press the update to AE thing in the start menu?

I've yet to upgrade, but I suspect the button you're seeing is to purchase the anniversary upgrade, which is a collection of all the Creation Club DLCs.

Posted
16 minutes ago, APL Avatar said:

I see the mod HDT-SMP (Skinned Mesh Physics) is in the list of not working, I think I have that one. Any option to it or just waiting for update?

 

Faster HDT-SMP is recommended: besides working on AE, it has some improvements in it.

Posted (edited)
11 hours ago, APL Avatar said:

Ah, I was thinking since it was asking it would not update. I guess it might be the wrong SKSE version then. I installed for SE instead of AE. Then should I press the update to AE thing in the start menu?

I see the mod HDT-SMP (Skinned Mesh Physics) is in the list of not working, I think I have that one. Any option to it or just waiting for update?

AE vs SE is two different things.
When Bethesda say "AE" they mean a pay-for content pack of all the CC packs bundled together.

 

When Modders say "AE" they mean the updated version of the base execuatable for SkyrimSE from 1.5.x to 1.6.x. that was released to all SE users along with the availability of the content pack.

Unless you jump through some hoops, Steam will automatically have updated your game files to the 1.6.x code, even if you still only have the SE level content, and no AE DLC. However, mod compatability is based on the execuatable version, not the level of DLC you have paid for, so in mod terms, you have already updated to AE. You should now always download the AE compatible versions of mods.

Clicking the button in-game to upgrade will require you to get your credit card out. That's your call. Some people like the new content, others resent having to pay for it. Most of the anti-AE opinion you will see online, though, is mostly about the fact that Bethesda had the temerity to release some bug fixes for SE for the first time in 2+ years, and that broke people's mods.

Mostly, SE mods will still work it AE - it's basically only ones that have a DLL (native code), or fix something that's already fixed in AE (such as animation limits) that break until they are updated. The majority of such mods have now had updates, but not all.

There's an AE compatability tracker at

 

Edited by 3reaker
Posted

 to get animation,, I often use GetAnimationsBytags

 

Quote

sslBaseAnimation[] function GetAnimationsByTags (int ActorCount, string Tags, string TagSuppress = "", bool RequireAll = true)

It work as described usually...., but there should be case,, we do not set  Tags, then , only set some  TagSuppress .

as real script I set variable for the tags argument.

 

then when I do not set tags..  string tags = none ,, it work?   or string tags = "" ?

sslBaseAnimation[] anims = SexLab.GetAnimationsByTags(, , TagSuppress="tagA,tagB,tagC", RequireAll=True)

or

sslBaseAnimation[] anims = SexLab.GetAnimationsByTags(, "" , TagSuppress="tagA,tagB,tagC", RequireAll=True)  ? 

I hope confirm.. because now I need to find error code reason... then it seems related.... 

(I can not get animations which I need with empty tag and Surppress tags.. when I do not set tag)

 

 

Posted
28 minutes ago, greenmango12 said:

 to get animation,, I often use GetAnimationsBytags

 

It work as described usually...., but there should be case,, we do not set  Tags, then , only set some  TagSuppress .

as real script I set variable for the tags argument.

 

then when I do not set tags..  string tags = none ,, it work?   or string tags = "" ?

sslBaseAnimation[] anims = SexLab.GetAnimationsByTags(, , TagSuppress="tagA,tagB,tagC", RequireAll=True)

or

sslBaseAnimation[] anims = SexLab.GetAnimationsByTags(, "" , TagSuppress="tagA,tagB,tagC", RequireAll=True)  ? 

I hope confirm.. because now I need to find error code reason... then it seems related.... 

(I can not get animations which I need with empty tag and Surppress tags.. when I do not set tag)

Are you absolutely sure there are 2p animations available and enabled with the required tags and without the suppressed tags?

 

It's possible there is an issue with the animation registry in that game, which might require going through SexLab > Rebuild & Clean > Reset Animation Registry to repair it, or perhaps even Clean System.

Posted
1 hour ago, greenmango12 said:

 to get animation,, I often use GetAnimationsBytags

 

It work as described usually...., but there should be case,, we do not set  Tags, then , only set some  TagSuppress .

as real script I set variable for the tags argument.

 

then when I do not set tags..  string tags = none ,, it work?   or string tags = "" ?

sslBaseAnimation[] anims = SexLab.GetAnimationsByTags(, , TagSuppress="tagA,tagB,tagC", RequireAll=True)

or

sslBaseAnimation[] anims = SexLab.GetAnimationsByTags(, "" , TagSuppress="tagA,tagB,tagC", RequireAll=True)  ? 

I hope confirm.. because now I need to find error code reason... then it seems related.... 

(I can not get animations which I need with empty tag and Surppress tags.. when I do not set tag)

 

 

Is Tags="" and RequiredAll=false

 

But I prefer Tags="Sex" since usually the sex animations come with the tag sex, that way the pose animations get automatically excluded

 

RequiredAll means that all the Tags on Tags are required on the animation to be valid, but in this case you don't have Tags so is better set it as disable.

 

 

 

 

 

Posted
8 hours ago, Sailing Rebel said:

Are you absolutely sure there are 2p animations available and enabled with the required tags and without the suppressed tags?

Yes,,  I am making mod which set tags in MCM, as I need,  then store tags as index >>  call it with dialogue.   I did not use suppressed tags before..

but after I add suppressed tags... my code somehow corrupted.. and it only miss serch anim when I set no tags + suppressed tags.

if I set one tag + suppressed tags.. it can serch animation correctly..   >> I miss code when there is no tags ++ suppressed tags.

so I hope to other confirm,, which code is right to use empty tag...?    "" or none...  

8 hours ago, OsmelMC said:

Is Tags="" and RequiredAll=false

 

I see,,,, thanks now it seems work..  I set tags from my lists,, (tag1 to tag5) and (supress tag1 to tag 5) and generate gathered tag and surpress string, to set it as arguments.

then hope to confirm tags ="" or tags = none...  as you said,, I need to set tags ="" for no tags... 

Posted (edited)

And one more question... when we set  animation array by    sslBaseAnimation[] anim = sexlab.getXXXXX()so there is 125 limit..for papyrus array...   then if there are 300 animations which valid for current get function...

 

 how sexlab choose animations in 125 length?   I means,, sexlab auto change all registered animations order  = randomize animation order first,

then check animation.(top to bottom). with tag /actor count>> generate list from 0 to 125 (max) ?  or it only use current registered animation order?

 

that means,, sexlab check condition for the  register_1_animation [0]  then if it valid, set it as  anim[0] ,, then go next animation >> check valid or not >> 

next,, check  (page2 )  register_2_animation[0](0to 125) >> register_3_animation(0to 125) ,, untill anim[] reach max count.. then generate  sslBaseAnimation[] anim?

 

So I might ask there will be function , which can auto generate multi sslBaseAnimation[] = anim1.  anim2 ......  with get functions... 

 

eg...

 

sexlab.getAnimMultiListsfromtags (actorcount, tags, surpress=stags, requiredall =1,  multilist=1, appendixstr = "lst")

return multi animation lists. with use appendix..  anim_lst0 [], anim_lst1 [],..... when there are more than 125 animations....  

 

(I reconsider,,, )

sexlab.getAnimListfromtags(actorcount, tags, surpress=stages.reuiredall=1, length=120,   listindex=0)

 

length decide, how each list length..   listindex return the page/indes list...  

animaiton array will be devided....   anim_0 , anim_1..... anim_x etc... each anim array will have animations as length...

 

and... so this function need to check ,, return list is None but if there is another 2 function which can return list counts..and Reminder,(last list length). it make things easy to use this..

eg...

 

getListCountsFromTags ( (args),    int length = 120)  will retrun list counts (how many list will need to store all animaiton of tags)

getReminderFromTags( (args), int length = 120) will return final list length (eg page_5_list is last list,, then it may only have 50 animaiton,, return 50)

then we can get,, how many list we need, and last list length to get more than 125 animations.. and can access each animation.. easy.. I feel..

(I do not know if papyrus can return,, multi values.... if so,, list counts and Reminder can return by one function)

 

after get list count, and appendex,, we use it as arg of  this funciton...without return None...then we can access each animaiton list which need to show all animations. by listindex,,, and can get animationcount more than 125...  (by while )

sexlab.getAnimListfromtags(actorcount, tags, surpress=stages.reuiredall=1, length=120,   listindex=0)

Edited by greenmango12
Posted
37 minutes ago, greenmango12 said:

 

 how sexlab choose animations in 125 length? 

 

First SexLab take the first 125 animations registered with the wanted tags.

 

Then if find another valid animation, randomly select and remove one of the animations already selected to be able to add the new one. That happens for each new animation founded. As interesting facts: the last founded animation have 100% chance of be part of the final list and the list always have the same order unless you reset the animation registry or some mod sort the animation list. By the way SexLab include a function to sort the animation list, but nobody use it for i know.

 

 

 

 

 

For the rest of your question I hope someone else can explain it. I already let you know that is possible get animation list with more than 125 animations but you need a new function for that and modified the function to make animations arrays. But even in that case still will be limited and still few things outside the SexLab won't be compatible because can't handle more 128 items. The array has never been the problem, the limit is mostly for compatibility reasons.

Posted (edited)
2 hours ago, OsmelMC said:

 

First SexLab take the first 125 animations registered with the wanted tags.

 

Then if find another valid animation, randomly select and remove one of the animations already selected to be able to add the new one. That happens for each new animation founded. As interesting facts: the last founded animation have 100% chance of be part of the final list and the list always have the same order unless you reset the animation registry or some mod sort the animation list. By the way SexLab include a function to sort the animation list, but nobody use it for i know.

Thanks it really help me to understand how sexlab generate 125 animation list (when there is more animation (usually) with tags)

 

And about rest,, yes I already notice,  the array limit is not sexlab problem buty papyrus array limit.. at same time,, so I hope new function is added for sexlabframework

which we can get all animations. as multi list, as I mentioned.. without I make new function^^;  (so it was request)

 

Btw,, I test Is Tags="" and RequiredAll=false .. then it seems ignored... that means,

sexlab reject to get anime list when tags ="" .   I check with debug, crreunt input args,, and confirm,, when we set empty tag string = ""

 

if I use this to get anims.. 

 

sslBaseAnimation[] anims = SexLab.GetAnimationsByTags(, "" , TagSuppress="Aggressive")

anims.length  return 0

 

So maybe I need to set at least one tag,, to use GetAnimationsByTags  I believe... (then if I set one tag,, it work with other TagSuppress without problem..)

or is there specific function, which can only use TagSuppress.. then get animation list?  

 

===
at current ,,if I need to set Tag =""  , I set Tag as "sex"  as you mentioned.. then it seems work.. thanks...

 

Edited by greenmango12

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