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


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Posted

I managed to get my wife Uthgerd the Unbroken naked but I don't know how to get her into bed for sexytime Feels like I'm missing something in my FNIS but I am by no means an expert. Without a guide I'm kinda playing in the dark

Posted
12 hours ago, oopswronghole89 said:

Without a guide I'm kinda playing in the dark

Guide (see this page for links to all mods mentioned below):

 

  1. Install SKSE64 and SkyUI; confirm that SkyUI works in your game before proceeding
  2. Read the first page of SexLab Framework and install the prerequisites
  3. Install SexLab Framework 1.63 (for SSE 1.5.97) or 1.64 (for SSE 1.6.xxx)
  4. Install Matchmaker ("Irresistibly Attractive" spells to instantly start scenes)
  5. Install SexLab Animation Loader (SLAL)
  6. Install one or more SLAL Animation Packs (helpful list at the SSE Compatibility Tracking page)
  7. Run ..\Skyrim Special Edition\Data\tools\GenerateFNIS_for_Users\GenerateFNISForUsers.exe (not the one in your mod manager's staging folder)
  8. Launch SSE and wait for notification that SexLab Framework is ready
  9. Go to System -> Mod configuration -> SexLab and click Install- resist the urge to change any parameters until after you have verified that SexLab works in your game
  10. Go to System -> Mod configuration -> SL Animation Loader and follow the intuitive steps to Register the animations you installed
  11. Equip the two "Irresistibly Attractive" spells, one in each hand
  12. Find an NPC you want to bang
  13. Cast the Target spell on the NPC, then cast the Self spell on yourself
  14. Lower your hands
  15. Enjoy ?

 

Posted (edited)

Quick question, I have sky fem enabled, and now all peeps are female. I also give them SOS equipment to make a futa world. How do I allow females to be in a male OR female position during an animation? That is to say, sexlab will place females in a random gender role during animation setup. Is it possible to batch edit tags for animations to allow either male/female into a male position?

Edited by mrkarl
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Posted

I have encountered a new issue with sex scenes leading to an uncontrollable PC. Hopefully someone is able to help me.

 

When a sex animation starts, the following happens:


- camera freezes and cannot be moved anymore
- actors sink into floor a bit
- animations themselves seem to work fine, but actors are not aligned
- when the sex animations come to an end, my PC floats without being controllable on location or through the sky or somewhere under the floor into the void. Sometimes the PC rolls/lurches/shakes as if the physics run amok.

 

I might have changed something somewhere or messed around with mods, but haven't been able so far to find out what.
Attached are the Papyrus log (scene starts somewhere at "Jana Maran's current partner is Sasha" I think) and the SexLab log.
Using SexLabFrameworkSE_v163.7z with SE 1.5.97.

Papyrus.0.log SexLabDebug.0.log

Posted

Having trouble getting Sexlab SE working correctly. Installed all dependencies, but all boxes on MCM menu are greyed out, so I cant click 'install.' Any thoughts?

Capture.PNG

Capture2.PNG

Posted
1 hour ago, mrkarl said:

Having trouble getting Sexlab SE working correctly. Installed all dependencies, but all boxes on MCM menu are greyed out, so I cant click 'install.' Any thoughts?

 

 

Are you in 1st person when initializing Sexlab?  If so try going in to third person.

Posted

Is there a way to clean&reset sexlab from console?

 

My MCM hangs when I try to go into the "Rebuild & Clean" tab. The other tabs work.

 

I want to reset because scenes aren't happening. All worked fine for days in this playthrough and now something happened and I want to attempt to reset sexlab.

Maybe all threads are deadlocked or so.

Posted

Having a small issue with npcs not unequipping bows, even tho weapons are set to be unequipped, and even set the specific bow to be "always removed". I've set every setting I can find to have npcs remove their bows when having sex, but they just won't and they stay equipped. I'm running SSE 1.5.97 SexLab v1.63. It is only the bows that are affected and I am wondering if it is because they use both hands and the primary hand is the Left hand instead of the Right? Anyone have any idea how to fix this small issue? Please and thank you.

Posted
On 2/20/2022 at 3:20 PM, Gudulba said:

I have encountered a new issue with sex scenes leading to an uncontrollable PC. Hopefully someone is able to help me.

 

When a sex animation starts, the following happens:


- camera freezes and cannot be moved anymore
- actors sink into floor a bit
- animations themselves seem to work fine, but actors are not aligned
- when the sex animations come to an end, my PC floats without being controllable on location or through the sky or somewhere under the floor into the void. Sometimes the PC rolls/lurches/shakes as if the physics run amok.

 

I might have changed something somewhere or messed around with mods, but haven't been able so far to find out what.
Attached are the Papyrus log (scene starts somewhere at "Jana Maran's current partner is Sasha" I think) and the SexLab log.
Using SexLabFrameworkSE_v163.7z with SE 1.5.97.

Papyrus.0.log 652.08 kB · 1 download SexLabDebug.0.log 13.69 kB · 0 downloads

Solved: in the currenct version 20220211 of SLU+, there seems to be an issue under specific circumstances when "wait idles" are enabled. Disable this option as a workaround for now if you encounter this problem.

Posted
On 2/20/2022 at 2:55 PM, mrkarl said:

Having trouble getting Sexlab SE working correctly. Installed all dependencies, but all boxes on MCM menu are greyed out, so I cant click 'install.' Any thoughts?

Capture.PNG

Capture2.PNG

 

I have uninstalled, reinstalled this several times. 

 

I am as you are, lost completely.

I have looked at all the guides I can find, followed them.

 

Someone please help

Posted
6 hours ago, Easytimen said:

How to fix? 

Install the correct version of Sexlab for your game. If you are on Skyrim SE 1.5.97, use 1.63. If you are on Skyrim SE 1.6.353, use 1.64c.

Posted
55 minutes ago, Bluegunk said:

Can anyone explain what is going on in our games, please?

https://www.loverslab.com/topic/183805-sse-grass-disappears-and-re-renders-at-animation-start-and-finish-causing-massive-lag/

I use Nemesis. I can't see any obvious conflicts in SSEEdit, and you'll see in the above I have run tests on the game set-up.

Thank you.

 

The aggressive redrawing of the environment is the result of applying SetAngle() and SetPosition() on the player in order to correctly line them up for the animation. Naturally this has more impact in exterior cells where there is more to draw.

 

I'm not involved in SL dev, so can't say if there are any real alternatives to this approach, or what has been tried over the years. The only one I can think of is using TranslateTo(), except this has the downside of being asynchronous, along with a raft of other bug-features.

Posted
22 minutes ago, Sailing Rebel said:

The aggressive redrawing of the environment is the result of applying SetAngle() and SetPosition() on the player in order to correctly line them up for the animation. Naturally this has more impact in exterior cells where there is more to draw.

 

I'm not involved in SL dev, so can't say if there are any real alternatives to this approach, or what has been tried over the years. The only one I can think of is using TranslateTo(), except this has the downside of being asynchronous, along with a raft of other bug-features.

 

Ah thank you! I've been trying to get to the bottom of this.

Short of reducing the usual loaded game, is there anything I might do to mitigate the impact?

Posted
39 minutes ago, Bluegunk said:

Ah thank you! I've been trying to get to the bottom of this.

Short of reducing the usual loaded game, is there anything I might do to mitigate the impact?

Unfortunately nothing realistic. Those objects are going to reload regardless, so the only way is to reduce them and their complexity. Smaller draw distance might help, maybe lower texture quality, and/or lower-poly meshes, but I doubt that the effort or the results will justify the SL performance improvement. If an area already produces an FPS hit, then the delay in redrawing from SetPosition() is bound to be worse.

Posted
6 minutes ago, Sailing Rebel said:

Unfortunately nothing realistic. Those objects are going to reload regardless, so the only way is to reduce them and their complexity. Smaller draw distance might help, maybe lower texture quality, and/or lower-poly meshes, but I doubt that the effort or the results will justify the SL performance improvement. If an area already produces an FPS hit, then the delay in redrawing from SetPosition() is bound to be worse.

Very well, so be it. Many thanks for your assistance. At least I now understand the reasons for all this.

Lesson learnt: don't have outdoor sex! It is bad for the environment.  ?

Posted
1 hour ago, Bluegunk said:

Very well, so be it. Many thanks for your assistance. At least I now understand the reasons for all this.

Lesson learnt: don't have outdoor sex! It is bad for the environment.  ?

But that's where the stables are!

 

I just recompiled the sslActorAlias script with conditions to use TranslateTo if it's the player being positioned, instead of SetPosition/SetAngle. This does prevent the redraw hiccup, though the actors still pop around as before. I've not done extensive testing, but it seems to be working as intended and alignment is fine.

 

We'd really need the devs to judge whether this is actually a good idea or not.

Posted
51 minutes ago, Sailing Rebel said:

But that's where the stables are!

 

I just recompiled the sslActorAlias script with conditions to use TranslateTo if it's the player being positioned, instead of SetPosition/SetAngle. This does prevent the redraw hiccup, though the actors still pop around as before. I've not done extensive testing, but it seems to be working as intended and alignment is fine.

 

We'd really need the devs to judge whether this is actually a good idea or not.

 

That's a good piece of work! I'd be interested to know how this goes. Thank you for your input and help!

Posted
44 minutes ago, Bluegunk said:

That's a good piece of work! I'd be interested to know how this goes. Thank you for your input and help!

Alas, I'm going to have to row that back a bit. Forgot that I was working on an already customised version of SL. The latest sslActorAlias script mixes regular positioning with TranslateTo and captures the OnTranslateComplete event which complicates matters.

Posted
17 minutes ago, Sailing Rebel said:

Alas, I'm going to have to row that back a bit. Forgot that I was working on an already customised version of SL. The latest sslActorAlias script mixes regular positioning with TranslateTo and captures the OnTranslateComplete event which complicates matters.

Oh well, thanks for the thought!  The stables are still off limits!

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