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


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Posted
30 minutes ago, greenmango12 said:

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?  

Use the gender tags.

SexLab have a function that return the gender tags for the actors. You can use that function to generate the genders tag and use the genders tag for the Tag parameter in the Get Animations function. That way you solve two issues. You can also use the "SEX" tag that is in almost all the animations.

Posted
59 minutes ago, OsmelMC said:

Use the gender tags.

SexLab have a function that return the gender tags for the actors. You can use that function to generate the genders tag and use the genders tag for the Tag parameter in the Get Animations function. That way you solve two issues. You can also use the "SEX" tag that is in almost all the animations.

 thanks,, it seems interesting..  I am now learning stage... then I need to make my code simple. to check error easy.. then not consider about gender things..

yes I suppose if I can get gender tag,, from current actors (PC male VS NPC female. I limit to use) , can add it in the function arg.. without change my tag list..

(my tag list not include gender tag...when I select for 5 tags + 5 esclude tags in MCM)

 

 

Posted (edited)

Okay, that's frustrating. I started a new game in the AE version. Everything's been added and configured. I even configured all the other mods before sexlab, just to make sure it's just this. Everything works fine. But Sexlab causes CTD every time, and I"m not sure why.

 

It seems to run the configuration script just fine, but the moment the line "Sexlab - ready!" appears, the game crashes. I've installed the AE library, and I'm using the updated SKSE. Plus all the other mods installed clean. Any suggestions?

Edited by Kitsudragon
Posted (edited)

Anyone else get the problem with certain creatures not working on the first stage of animations? The realign actors key doesn't fix it because they automatically reset to just the normal standing idle.

 

edit: I found a fix for it called "Sexlab tiny fixes" and it actually works but it's way outdated and I'd rather not use it on the current Sexlab version. Maybe someone could add that fix to 1.63?

Edited by Coompocalypse
Posted (edited)
55 minutes ago, Coompocalypse said:

Anyone else get the problem with certain creatures not working on the first stage of animations? The realign actors key doesn't fix it because they automatically reset to just the normal standing idle.

 

edit: I found a fix for it called "Sexlab tiny fixes" and it actually works but it's way outdated and I'd rather not use it on the current Sexlab version. Maybe someone could add that fix to 1.63?

Check my last SexLab Utility Plus. I already did the fix suggested by @OmegaBlaster

Edited by OsmelMC
Posted

Thanks GetAllAnimationTags() it work really well... to up-date MCM menu etc... at same time.. I hope to order array, without check Case sensitive..

Is there way to re-order array without case sensitive? or  could you add option without case sensitive or ,as default. it not order as case sensitive?

 

sorted.JPG.1e0efd74cce5f84badf2597018dad15f.JPG

Posted

using dialog topic, a check can be made for gender/sex. is there a variable for doing the same for sexlab gender? trying to do this in xedit, not script.

 

would like to create a dialog topic is NPC is futa - e.g. NPC sex = female, sexlab sex = male. using mod (SLEN) that is accurately identifying NPC as sexlab male.

 

any help would be appreciated.

Posted
2 hours ago, greenmango12 said:

Thanks GetAllAnimationTags() it work really well... to up-date MCM menu etc... at same time.. I hope to order array, without check Case sensitive..

Is there way to re-order array without case sensitive? or  could you add option without case sensitive or ,as default. it not order as case sensitive?

 

sorted.JPG.1e0efd74cce5f84badf2597018dad15f.JPG

 

Interesting...

I see that all the time and never thought about "case sensitive" as reason for that.

 

Sadly the scripts are supposed to ignore the case sensitivity and for that reason the scripts have nothing related with "case sensitivity". So that most be a bug of the native function used to sort the tags.

Posted (edited)
1 hour ago, ck2modfan said:

using dialog topic, a check can be made for gender/sex. is there a variable for doing the same for sexlab gender? trying to do this in xedit, not script.

 

would like to create a dialog topic is NPC is futa - e.g. NPC sex = female, sexlab sex = male. using mod (SLEN) that is accurately identifying NPC as sexlab male.

 

any help would be appreciated.

 

The SexLab Gender is a faction of the actor.

 

The conditions to detect futa actors in the dialogue topic is something like this:

 

 

IsInFaction(SexLabGender) > 0 and

IsSex != GetFactionRank(SexLabGender) 

 

 

 

Of course I wrote the functions wrong but at least should be easy to understand

Edited by OsmelMC
Posted (edited)
4 hours ago, OsmelMC said:

 

Interesting...

I see that all the time and never thought about "case sensitive" as reason for that.

 

Sadly the scripts are supposed to ignore the case sensitivity and for that reason the scripts have nothing related with "case sensitivity". So that most be a bug of the native function used to sort the tags.

I exolore sslAnimationSlot.psc,, then can find 

Spoiler
string[] function GetAllTags(int ActorCount = -1, bool IgnoreDisabled = true)
	IgnoreDisabled = !IgnoreDisabled
	string[] Output
	int i = Slotted
	while i
		i -= 1
		if Objects[i]
			sslBaseAnimation Anim = Objects[i] as sslBaseAnimation
			if Anim && (IgnoreDisabled || Anim.Enabled) && (ActorCount == -1 || Anim.PositionCount == ActorCount)
				Output = MergeStringArray(Output, Anim.GetRawTags(), true)
			endif
		endIf
	endwhile
	SortStringArray(Output)
	return RemoveString(Output, "")
endFunction

 

 

Then SortStringArray(Output) seems what I order as alphabetical.. (I need it , because my script need to keep this Tag list order (index), when run animaiton with tags set in MCM)

 

but I can not find the soruce which make this function ^^;  where SortStringArray() comes from? 

Edited by greenmango12
Posted (edited)
5 minutes ago, greenmango12 said:

Then SortStringArray(Output) seems what I order as alphabetical.. (I need it , because my script need to keep this Tag list order (index), when run animaiton with tags set in MCM)

 

but I can not find the soruce which make this function ^^;  where SortStringArray() comes from? 

PapyrusUtil.SortStringArray(Output)

Edited by Sailing Rebel
Posted

So I try to check if my mod list SLAL json include those tag like "bound" or "animObject",, but eventhough I sort it in data SLanims/JSON/

there is no such tags.. (so all tag start as Large literal eg "Bound" or "AnimObjects"....

 

there seems no way to correct it by my side...

Posted
36 minutes ago, Sailing Rebel said:

PapyrusUtil.SortStringArray(Output)

Thanks,, I will check it !!  can you find reason why it sort like the way?? (not actually sort but only some word change start from small literal,, eg Bound >> bound and order so..)

Posted
21 minutes ago, greenmango12 said:

Thanks,, I will check it !!  can you find reason why it sort like the way?? (not actually sort but only some word change start from small literal,, eg Bound >> bound and order so..)

Most likely, the sort routine is using the ASCII character codes, so "A" = 65 but "a" = 97.

 

Should be possible to write an alternate sort routine that sorts naturally. Wouldn't perform too well in Papyrus, but that shouldn't matter too much in the MCM.

Posted
50 minutes ago, greenmango12 said:

Thanks,, I will check it !!  can you find reason why it sort like the way?? (not actually sort but only some word change start from small literal,, eg Bound >> bound and order so..)

In this case the function is "Native" and that means that all the action happens in the DLL file. Also means that just the author of the DLL file can fix it.

Posted

@Sailing Rebel  @OsmelMC

thanks. you take time... I only confirm I have no tag which start from small Literal,, but I can not confirm, if I use different encoded file for each saved json... some are my custom saved one.

then I often have issue  about encode for my language and local windows character code.. for CK setting or nemesis etc etc.. 

 

Then  it not cause real issue for me,, (without it change sorting order , when I call the function for same registered animations.. )  so I may sotp to worry about it.. ?

Posted
10 hours ago, OsmelMC said:

 

The SexLab Gender is a faction of the actor.

 

The conditions to detect futa actors in the dialogue topic is something like this:

 

 

IsInFaction(SexLabGender) > 0 and

IsSex != GetFactionRank(SexLabGender) 

 

 

 

Of course I wrote the functions wrong but at least should be easy to understand

Thanks so much! And thank you for all your mods you have created!!

Posted
20 hours ago, OsmelMC said:

Check my last SexLab Utility Plus. I already did the fix suggested by @OmegaBlaster

Ok so I tried your Sexlab utility mod and it sure did fix my one problem and also make everything else worse. First of all it makes the sexlab debug spell stop working correctly and becomes a new "Sexlab Matchmaker spell" for some reason when it was perfect before as an instant start sex button. So basically it makes animations take at least 20 extra long seconds to start any simple animation with an NPC. Not worth using so I'll just deal with the desyncing first stage on some creatures.

Posted
1 hour ago, Coompocalypse said:

First of all it makes the sexlab debug spell stop working correctly and becomes a new "Sexlab Matchmaker spell" for some reason when it was perfect before as an instant start sex button.

giphy.gif

Posted (edited)
21 minutes ago, Vyxenne said:

giphy.gif

Nothing useful to say? What is so hard to believe? That using sexlab debug spell made animations start faster or that Sexlab utility completely changed what it does? If that is a mistake then tell me. Maybe there's some other issue causing that

Edited by Coompocalypse
Posted
43 minutes ago, Coompocalypse said:

Nothing useful to say? What is so hard to believe? That using sexlab debug spell made animations start faster or that Sexlab utility completely changed what it does? If that is a mistake then tell me. Maybe there's some other issue causing that

 

You were never meant to use the debug spell to start sex, Ashal himself has lamented on this many times...

Posted
15 minutes ago, shardoom said:

 

You were never meant to use the debug spell to start sex, Ashal himself has lamented on this many times...

Why does is matter? What am I supposed to use matchmaker and wait 30-40 seconds to start animations instead? It starts faster so why not?

Posted
Just now, Coompocalypse said:

Why does is matter? What am I supposed to use matchmaker and wait 30-40 seconds to start animations instead? It starts faster so why not?

 

You misunderstand me. I don't give a single fuck what you do in your game. I was just letting you know why you got a meme response.

Posted (edited)
2 hours ago, Coompocalypse said:

What is so hard to believe? That using sexlab debug spell made animations start faster or that Sexlab utility completely changed what it does?

Ashal and others have repeatedly posted in this thread the admonition (in huge red bold font on at least one occasion) that the SexLab Debug spells are just that - spells for debugging - and should never be used to start SexLab scenes. The closest equivalent spells that can be used to start SL scenes are the Matchmaker "Irresistibly Attractive" (self and target) spells. Your post indicates that you are using the Debug spells to start scenes,  and expresses surprise that the debug spells have been replaced by the Matchmaker spells by the SLU mod. The reason for this is, of course, to save you from yourself.

Debug Spells SLF.png

Edited by Vyxenne
Because a picture is worth a thousand turds

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