MelonLovr Posted February 9, 2022 Posted February 9, 2022 18 hours ago, OsmelMC said: https://www.nexusmods.com/skyrimspecialedition/mods/62052 With all the requirements and choosing the option for SMP Physics first in the setup beside the configuration files to use SMP+CBP. I still configuring my. But l pleased with the results. I now trying to set the breast bounce based on the real breast size because my Argonian's are almost flat by default even with 100 of weight, while the rest of the races go from Cup A to Cup C between the weight 0 and 100 (I'm keeping the Cup D for Bimbo's of "SexLab Hormones") Idk about most of it but I use 3BBB for physics usually and applied it to a bunch of clothes and light armors (don't ask me how, I have no bloody idea) and my characters usually have decent sizes but said sizes change sometimes due to another mod... (as far as I know, none of the heavy armor jiggle and some of the light armor don't ... again, I have no idea how I did it)
MelonLovr Posted February 9, 2022 Posted February 9, 2022 I'm unsure if COCO's would work with my mod setup as well as SMP physics since, as I mentionned, due to one of the mods in my list, breast and butt sizes can change due to one of the mods...
OsmelMC Posted February 9, 2022 Posted February 9, 2022 13 minutes ago, MelonLovr said: I'm unsure if COCO's would work with my mod setup as well as SMP physics since, as I mentionned, due to one of the mods in my list, breast and butt sizes can change due to one of the mods... Your Physics configuration is probably using some conditions already to exclude the bounce from some armor types, and the same is possible with COCO. I even using most of the Physics configuration files from one of my previous body mods. What I want to make clear, is that what you want is already possible and depends mostly of the Physics with his configuration and the body type. Since you probably are using more than one body type, you probably need a very specific configuration of the Physics to make them compatible; for example the belly movement produced by the Penis, with the COCO body needs the penis meshes included on the Mod setup, because those Penis come with a hidden object that makes the hit possible. Other body Mods also use the same method because seems to be the most accurate, but another body mods (usually the oldest) come without the hidden object in the penis and use a way less accurate but more compatible with oldest body types. In conclusion: If you are using custom races and more than one body type, you have to modify the Physics configuration by yourself and that requires knowledge and time. I choose to convert all my race mods to COCO body because that way I can use the same set of configuration files for all them.
Orb23 Posted February 9, 2022 Posted February 9, 2022 (edited) hey, running FNIS gives me the following error, even with the most recent AE version: "ERROR(53): Could not find file 'E:\Steam\steamapps\common\Skyrim Special Edition\data\tools\GenerateFNIS_for_Users\temporary_logs\DebugData.txt'." i'm using a clean profile with MO2 so i know 100% for sure that this is the issue but no idea why or how to fix it. tested a bit more and it had something to do with creature animations as when i leave out the FNIS creature pack there is no problem. anyone have any ideas/suggestions? I tried putting that file straight into the actual skyrim folder as the error indicates but no luck there. Edited February 10, 2022 by FovI
Ryu731445 Posted February 11, 2022 Posted February 11, 2022 On 2022/2/10 at 午前3時21分, FovI said: 1.Left-click "Start" in the lower left corner of Windows. 2. Click "Settings". 3.Click "Update and Security" 4.Click "Windows Security" 5.Click "Virus and Threat Protection". 6.Scroll down to "Virus and Threat Prevention Settings" 7.Click "Manage Settings" at the bottom. 8.Finally, turn "Real-time protection" to "Off". Note that this setting is only temporary, and if you encounter the problem again, remember to check this setting!
greenmango12 Posted February 11, 2022 Posted February 11, 2022 (edited) Can someone clear describe, how it effect or change animation (selected by tags) which used for PC VS NPC(victim) role? @param: Victim [OPTIONAL], if this Actor specified, then the specified actor (that should be one of the list of actors) will be considered as a victim. So as my habit of long defeat uesr, I tend to set this option for NPC , but when it effect if I set so? I understand, then the NPC will be considered as a victim == it may consider I do guilty etc? I keep to start animation with set Victim any vanila NPC , vanilla follower, captured bandit , custom follower,,, , then it actually effect something? if so how it work? (if it not effect much, I may remove or may add option...to easy change but do not know what will change clear still) Edited February 11, 2022 by greenmango12
oopswronghole89 Posted February 13, 2022 Posted February 13, 2022 I think I screwed up and I don't know how to fix it. I don't see "Reading SexLab..."
Vyxenne Posted February 13, 2022 Posted February 13, 2022 (edited) The 4th line of your display tells you everything you need to know about what's wrong and what you need to do to fix it. You are (evidently) running GenerateFNISforUsers.exe from your MO2 or Vortex staging directory instead of from Data\Tools\GenerateFNIS_for_Users\GenerateFNISforUsers.exe. You need to change your FNIS shortcut accordingly. Here is my Vortex FNIS shortcut path setting. Edit your Mod Manager's FNIS shortcut and set the path in 2 places as shown below, substituting your Steam directory path instead of mine- for example,. your FNIS shortcut's Target might be C:\Games\JoeMamaSoFat\Steam\Steamapps\common\Skyrim Special Edition\Data\tools\GenerateFNIS_for_Users\GenerateFNISforUsers.exe MO2 should be the same path setting, but since I don't use MO2 idk how you would set it in that mod manager. Also, if you use Vortex, you might want to enable FNIS Integration- this makes Vortex take over the task of knowing when you need to run FNIS, and when you do NOT need to run FNIS- it runs it when needed every time you deploy mods. Finally, you have apparently ticked all possible patches in the FNIS options, and so you are getting warnings about those too. For SSE users, there are only 2 required patches and one optional patch: Skeleton Arm Fix (required) Gender-specific animations (required) Archery Gamelplay overhaul (only if you have that mod installed) The other ones are clearly labeled "Not for SSE" Edited February 13, 2022 by Vyxenne Because she has to explain her misunderstood image
ohyeah0122 Posted February 13, 2022 Posted February 13, 2022 thank you! big helpInsert image from URL
OsmelMC Posted February 13, 2022 Posted February 13, 2022 On 2/11/2022 at 7:19 AM, greenmango12 said: Can someone clear describe, how it effect or change animation (selected by tags) which used for PC VS NPC(victim) role? @param: Victim [OPTIONAL], if this Actor specified, then the specified actor (that should be one of the list of actors) will be considered as a victim. So as my habit of long defeat uesr, I tend to set this option for NPC , but when it effect if I set so? I understand, then the NPC will be considered as a victim == it may consider I do guilty etc? I keep to start animation with set Victim any vanila NPC , vanilla follower, captured bandit , custom follower,,, , then it actually effect something? if so how it work? (if it not effect much, I may remove or may add option...to easy change but do not know what will change clear still) Use only on rape scenes. If the Victim is defined, the scene will be considered as Aggressive and Rape even if the animation don't have those Tags. This affect the actors Stats and e Enjoyment, at the point that depending of the Lewdness of the Victim and the Sex Skills of the Aggressor the Victim can feel Pain or Pleasure. Also affect the actors positions and the animations selected. For example if the Victim is Male the SexLab will try to use "FemDom" tagged animations. The SexLab can also modify the actors positions based on which actor is the victim, his gender and the animation Tags; but just if the option is enabled and is not recommended enable it if you are using the mod SexLab Defeat because the author of the mod set the player as victim in all the scenes even in those where is supposed to be the aggressor. By the way the victim in a rape animation is usually the first actor and in few cases the second actor, the rest of the actors are considered aggressors Remember: is just for rape scenes and against everyone thought, have nothing to do with the gender.
greenmango12 Posted February 13, 2022 Posted February 13, 2022 1 hour ago, OsmelMC said: If the Victim is defined, the scene will be considered as Aggressive and Rape even if the animation don't have those Tags. This affect the actors Stats and e Enjoyment, at the point that depending of the Lewdness of the Victim and the Sex Skills of the Aggressor the Victim can feel Pain or Pleasure. Also affect the actors positions and the animations selected. For example if the Victim is Male the SexLab will try to use "FemDom" tagged animations. The SexLab can also modify the actors positions based on which actor is the victim, his gender and the animation Tags; but just if the option is enabled and is not recommended enable it if you are using the mod SexLab Defeat because the author of the mod set the player as victim in all the scenes even in those where is supposed to be the aggressor. By the way the victim in a rape animation is usually the first actor and in few cases the second actor, the rest of the actors are considered aggressors Remember: is just for rape scenes and against everyone thought, have nothing to do with the gender. as my case, I set NPC always Victim without clear reason...with any tag setting,, ^^; so it should be removed I think...Thanks.. 1
oopswronghole89 Posted February 13, 2022 Posted February 13, 2022 11 hours ago, Vyxenne said: The 4th line of your display tells you everything you need to know about what's wrong and what you need to do to fix it. You are (evidently) running GenerateFNISforUsers.exe from your MO2 or Vortex staging directory instead of from Data\Tools\GenerateFNIS_for_Users\GenerateFNISforUsers.exe. You need to change your FNIS shortcut accordingly. Here is my Vortex FNIS shortcut path setting. Edit your Mod Manager's FNIS shortcut and set the path in 2 places as shown below, substituting your Steam directory path instead of mine- for example,. your FNIS shortcut's Target might be C:\Games\JoeMamaSoFat\Steam\Steamapps\common\Skyrim Special Edition\Data\tools\GenerateFNIS_for_Users\GenerateFNISforUsers.exe MO2 should be the same path setting, but since I don't use MO2 idk how you would set it in that mod manager. Also, if you use Vortex, you might want to enable FNIS Integration- this makes Vortex take over the task of knowing when you need to run FNIS, and when you do NOT need to run FNIS- it runs it when needed every time you deploy mods. Finally, you have apparently ticked all possible patches in the FNIS options, and so you are getting warnings about those too. For SSE users, there are only 2 required patches and one optional patch: Skeleton Arm Fix (required) Gender-specific animations (required) Archery Gamelplay overhaul (only if you have that mod installed) The other ones are clearly labeled "Not for SSE"
Orb23 Posted February 13, 2022 Posted February 13, 2022 On 2/11/2022 at 12:37 PM, Ryu731445 said: ohh okay, i did have to do this before for fnis to actually launch be hadn't have to do that since i switched to a new pc, thanks!
greenmango12 Posted February 14, 2022 Posted February 14, 2022 (edited) 22 hours ago, OsmelMC said: Use only on rape scenes. By the way the victim in a rape animation is usually the first actor and in few cases the second actor, the rest of the actors are considered aggressors Remember: is just for rape scenes and against everyone thought, have nothing to do with the gender. I hope if you can confirm, the difficult part is, how sexlab MCM setting may effect, for Mod script which set those arg,, for SexLab.StartSex(acts, anim, Victim=argAct) So now I add option, to swap (Victim = None) or (Victim = first set actor[0]) and I also add swap Acto options,r, that means Actor[] acts = new Actor[2] if swapActor acts[0] = PlayerRef acts[1] = akSpeaker Else acts[0] = akSpeaker acts[1] = PlayerRef Endif PlayerRef = PC(male), akSpeaker = NPC (usually female) what I expected, if I set swap Actor, the animation should swap Actor role for all 2P animations,, then female may wear strapon and try to insert PC (though it shyould be non sense though) but I can not see , they change role.. as if sexlab auto adjust role.. is it controlled by sexlab other setting too? or how I can swap role, with this option? what I expect,, without swap option,, PC try to be aggressor, and but when swap,, NPC turn and start playing as my Queen. Edited February 14, 2022 by greenmango12
greenmango12 Posted February 14, 2022 Posted February 14, 2022 I see strange issue, ? when I set Actors[0] and Actors[1], for current PC male, NPC female play, Actors[0] = Player(Male) Actors[1] = NPC(female) at same time set Victim as Actors[0] (I keep to set so,,to test) it not change Actor role, but force to change current animations slots. even though there is only one animations in. I make to select only one animation, then set it as new sanims[0] it can only contatin 1 animations. Then I foce to use the animation which I select. I confirm, untill start sex, Animations[] sanim only have one animation, and I can get animation name as sanim[0] yes it is what I selected. but when start sanim aniamtion, it auto-change animation to another one, , it should not have included in sanim[]. This issue only happen when I mix set Victim as Actor[0], + set Actor[0] as Male PC. it seems sexlab auto serch animation from registry, when it not much gender... even though I clearly limit slots animation , . for StartSex() arg.
OsmelMC Posted February 15, 2022 Posted February 15, 2022 On 2/14/2022 at 1:37 AM, greenmango12 said: it seems sexlab auto serch animation from registry, when it not much gender... even though I clearly limit slots animation , . for StartSex() arg. The StarSex function don't force the animation list, just use the animation list provided as suggestion. That means that if something is grown with the provided list then SexLab use his own animation list to prevent issues. You can force the animation list but you need to use your own function to start animations instead of the startsex function. 1
Samson Nite Posted February 15, 2022 Posted February 15, 2022 I currently installed and using SL 1.63 first time. But, I found something strange with 1.63 which I have never found in 1.63 beta version. The actors are continuously swapping each other, female and male. My female PC goes to male position in many cases. So, I hit the swapping key every time I see that. Is it bug that Ashal will fix it or it is as it is.....??????
greenmango12 Posted February 16, 2022 Posted February 16, 2022 (edited) 11 hours ago, OsmelMC said: That means that if something is grown with the provided list then SexLab use his own animation list to prevent issues. You can force the animation list but you need to use your own function to start animations instead of the startsex function. mmmm,,,,, as my case,, I made new animations[] with set length as 1 (I suppose it work ) then try to use animaiton which I selected in UIlib. (use the naimation name) So you means,, if with other setting, sexlab can not find the animation, sexlab try to use defaut random list with start sex()? the option is to choose one animation when start sex from animationlist[], so if there is another simple way, simply start one sexlab animation, with selected animation name, it seems more simple for me..... Though At current sexlab only change animations[] with specific option set... (basically I suppose it is not expected), then do not care much...though. I may hope to know,, simple way (without add new animations[] array,) to start one specific sexlab animations, which I got the name...(registered name) at current I need to make new aimations[] from the selected name first. (then the array need to contain only one animation) Is there function which sexlab offer start one animation with name or id etc? Edited February 16, 2022 by greenmango12
OsmelMC Posted February 16, 2022 Posted February 16, 2022 10 minutes ago, greenmango12 said: mmmm,,,,, as my case,, I made new animations[] with set length as 1 (I suppose it work ) then try to use animaiton which I selected in UIlib. (use the naimation name) So you means,, if with other setting, sexlab can not find the animation, sexlab try to use defaut random list with start sex()? the option is to choose one animation when start sex from animationlist[], so if there is another simple way, simply start one sexlab animation, with selected animation name, it seems more simple for me..... Though At current sexlab only change animations[] with specific option set... (basically I suppose it is not expected), then do not care much...though. I may hope to know,, simple way (without add new animations[] array,) to start one specific sexlab animations, which I got the name...(registered name) at current I need to make new aimations[] from the selected name first. (then the array need to contain only one animation) Instead of call for the StartSex function, better search the function in the "SexLabFramework.psc" file and copy it into your main script, change his name and if you want to force the animation replace the SetAnimations function with SetForcedAnimations. The complier probably warning you for some line but is enough with add the "SexLab." to that line. After all those functions are originally from the SexLabFramework file and need the reference to that file to be recognized. 1
greenmango12 Posted February 16, 2022 Posted February 16, 2022 (edited) 57 minutes ago, OsmelMC said: Instead of call for the StartSex function, better search the function in the "SexLabFramework.psc" file and copy it into your main script, change his name and if you want to force the animation replace the SetAnimations function with SetForcedAnimations. The complier probably warning you for some line but is enough with add the "SexLab." to that line. After all those functions are originally from the SexLabFramework file and need the reference to that file to be recognized. OK I may reserch and try what I mean.. I feel you are not so sugar teacher who simply show answer ? (so I respect you too) ====== I understand what you means now,, thanks ? (I apologize,, your are not so sugar but clear describe what I need ?!) And forgive me, you kindly take time to answer my questions..? Edited February 16, 2022 by greenmango12 2
SauceIngredient Posted February 16, 2022 Posted February 16, 2022 How to change animation to specific one during scene?
chris312 Posted February 16, 2022 Posted February 16, 2022 does anyone have older versions of sexlab. I want to compare them.
OsmelMC Posted February 16, 2022 Posted February 16, 2022 5 hours ago, chris312 said: does anyone have older versions of sexlab. I want to compare them. Check the download page or the first comment. Hidden at the bottom, are the links for the previous versions.
greenmango12 Posted February 17, 2022 Posted February 17, 2022 (edited) ?? Hi,, if you add swap option, (not after start animation but force to swap role until start animation with option) Then change PC and NPC role for same animations (PC vs NPC , I only consider 2 actor sex) , by script. what is correct way ^^; (I now send question,, but if Ashal is too busy, (and it seems usual for everyone) to reply my answer) I hope if someone teach me correct way.. At current I just change function argument to start sexlab scene, Actor[0] and Actor[1] ,, but It not work for me at all.. but when I just use Sexlab key (swap Actor) after start sex,, it show swap position = role. for PC and NPC and I know there is function to change current runing sexlab animations,, but it need to use for current sexlab scene. So I hope to do same thing without key binding, untill start sex.. (start thread) ...any help really apreciate.. ? Edited February 17, 2022 by greenmango12
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