OsmelMC Posted February 28, 2022 Posted February 28, 2022 (edited) 23 minutes ago, BennyBoi1 said: fair to say but newest as in date or newest as in version ha ha, but i take your meaning. i appreciate your help and im a big fan of your work. im probably good to just swap these out and not have to start a new game right? Both; the version number is the date. Just make sure that nothing is overwriting the SLU+ files. By the way the damage is already done so you have to load a previous version. Edited February 28, 2022 by OsmelMC
Vyxenne Posted March 1, 2022 Posted March 1, 2022 (edited) On 2/25/2022 at 6:51 AM, Bluegunk said: On 2/24/2022 at 8:23 PM, Sailing Rebel said: While using this patch, DO NOT EDIT YOUR ANIMATION ALIGNMENT. As a result of messing with the position system the alignment you are seeing may not be reliable. Thank you! I'll give it a try. I'm using MO2,so it is easy to drop in, try and pull out. @BluegunkDid you perchance make any actor alignment changes during scenes? Could you describe what an unreliable alignment looks like? Due to my unwillingness to use scaling because my character scale is deliberately set in the nineties AND my reluctance to use the HH Offset removal feature since my heels are on for most scenes and using the offset killer drives my feet or other lowest body part to subterranean levels, I find myself doing almost constant alignment tweaks at the beginning of each stage of every scene. So this fix isn't usable for me if it does (whatever @Sailing Rebel means by "the alignment you are seeing may not be reliable.") I'm all about reliable alignments, whatever they are. EDIT: never mind I'll just try the patch and find out. Edited March 1, 2022 by Vyxenne Because she's all about reliable alignments
Bluegunk Posted March 1, 2022 Posted March 1, 2022 27 minutes ago, Vyxenne said: Did you perchance make any actor alignment changes during scene To be honest I don't know how. I can never remember the various hotkeys and I get them all wrong. And I'm usually too busy chucking at the silliness of it all. Alignments are a mystery to me. Sorry. Beyond that, the patch really has stopped the 'pulse' re-rendering of the grass, foliage and clouds. That makes me a happy bunny.
Vyxenne Posted March 1, 2022 Posted March 1, 2022 50 minutes ago, Bluegunk said: To be honest I don't know how. I can never remember the various hotkeys and I get them all wrong. And I'm usually too busy chucking at the silliness of it all. Alignments are a mystery to me. Sorry. Beyond that, the patch really has stopped the 'pulse' re-rendering of the grass, foliage and clouds. That makes me a happy bunny. I made and printed out a little Excel table showing the alignment keys I use the most. It's taped to my monitor. As you can see, it's readily editable via pen. Spoiler Sometimes, the old ways are the best... 1
Bluegunk Posted March 1, 2022 Posted March 1, 2022 1 hour ago, Vyxenne said: Sometimes, the old ways are the best... Nice idea! And that's reassuring because I thought gamers simply rattled the keys from memory and ta-da! done. Glad I'm not such a loser. ? 1
nabliab Posted March 1, 2022 Posted March 1, 2022 Hi, does anyone know if when I use the Hot Keys "o", does it randomized the animations? It seems to not be randomizing.. Thanks
reinyn Posted March 1, 2022 Posted March 1, 2022 (edited) Hi there, i have a small question. Maybe someone here can help me out a bit. Ok, so what happens is this. Whenever an animation is playing, most of the time the timing is off. Which means the main character is done with the animation but the npc is still going on. It also seems that for some reason the npc in question enters one of the animation stages later. I have tested this on different occasions. Also: I am using the SE version (and of course the se game). When opening a scene via sexlab itself it works for as far as i know. But more often then not when using radiant prostitution it happens as laid out as above. With sexlab submit it also sometimes happens as above. But that is the strange thing. It happens but not always. Apologies if i ask this in the wrong place, but i honestly don't know where to ask this. EDIT: I found something after searching for a while, i have 2 papyrus log files with this post now. File 1 is from a session where the animation worked and file 0 is from an animation where the timing was off. The other thing i found was that the animationthat worked was a regular sexlab animation (integrated into sexlab itself). And the animation that was off was an animation that was integrated with sexlab animation loader. (That animation did work however when initiated with sexlab itself) EDIT: Also added a screenshot so you can see exactly what i mean. It seems to be mostly happening between fourth and fifth stage, with npc staying in fourth until pc finishes and then skipping fifth stage entirely. EDIT: Did i do something wrong for this to be ignored or is it because no one really knows what is going on? If it may help i also posted my load order. With high regards, Reinyn Papyrus.0.log Papyrus.1.log loadorder.txt Edited March 11, 2022 by reinyn
Vyxenne Posted March 2, 2022 Posted March 2, 2022 8 hours ago, hmoobguy said: Hi, does anyone know if when I use the Hot Keys "o", does it randomized the animations? It seems to not be randomizing.. Thanks It's unclear to me what you are saying is wrong- do you mean it is not changing the running animation at all, repeating the same animation it was doing when you hit the "o" key to change animation, or are you saying it is changing the animation but only cycling between, for example, the same 2 or 3 animations over and over? My understanding is that it is supposed to re-roll the RNG dice, but of course it is using the same tag filters it used to select the first animation so it could be that you only have 1 or 2 animations that fit the tags selected. A recommendation: go to the "Rebuild and Clean" MCM page of SexLab, Export your config, save and quit the game, install SexLab Utilities Plus 20220211 with the "Extra" box ticked during the installation, then launch the game and use the SL MCM "Clean System" button (you will have to quit the MCM after you click the Clean button so it can churn through everything) then open the same MCM page again and Import your configs. That will give you much more control over, and information about, your available animations, plus SLU adds many new features. You won't know how you ever lived without SLU! ?
PippinTom Posted March 2, 2022 Posted March 2, 2022 36 minutes ago, Vyxenne said: My understanding is that it is supposed to re-roll the RNG dice, but of course it is using the same tag filters it used to select the first animation It seems like it simply selects next animation available in the cache from initial request to SL (If one has defeat installed with its "0" (zero) shortcut to anim selector/list - it's easy to verify). Sad that it's not random thou, because they are sorted by name, so next anim will be probably from the same author, and chances are that it will be a variation of more or less the same pose but with "v2" appendix or something else equally cruel 1
Vyxenne Posted March 2, 2022 Posted March 2, 2022 46 minutes ago, PippinTom said: It seems like it simply selects next animation available in the cache from initial request to SL (If one has defeat installed with its "0" (zero) shortcut to anim selector/list - it's easy to verify). Sad that it's not random thou, because they are sorted by name, so next anim will be probably from the same author, and chances are that it will be a variation of more or less the same pose but with "v2" appendix or something else equally cruel I'm using SLU+ and when I hit "o" I seem to get a random animation, totally different, e.g. hitting o during a foot job brings up a missionary scene and so forth - although I'm not running Defeat so I can't easily confirm that impression. I wonder if SLU+ is taking charge of the whole scene selection process, which would explain why we seem to be getting dissimilar results. Maybe @OsmelMC will swoop down and enlighten us. ? 1
VargasWarlock Posted March 2, 2022 Posted March 2, 2022 This mode is conflicting with Frostfall and Campfire. What I have to do ?
OsmelMC Posted March 2, 2022 Posted March 2, 2022 (edited) 2 hours ago, Vyxenne said: I'm using SLU+ and when I hit "o" I seem to get a random animation, totally different, e.g. hitting o during a foot job brings up a missionary scene and so forth - although I'm not running Defeat so I can't easily confirm that impression. I wonder if SLU+ is taking charge of the whole scene selection process, which would explain why we seem to be getting dissimilar results. Maybe @OsmelMC will swoop down and enlighten us. ? SexLab have a hotkey to change animation and can be used for random animation or next animation on list. And yes, come with the "o" as default. Remember that now you can remove any SexLab hotkey with just try to assign it the "Esc" key. Since everyone is using the"SexLab Tools" for the animation list, that hotkey become obsolete and many users not even remember it. Edited March 2, 2022 by OsmelMC
greenmango12 Posted March 2, 2022 Posted March 2, 2022 1 hour ago, OsmelMC said: SexLab have a hotkey to change animation and can be used for random animation or next animation on list. And yes, come with the "o" as default. Remember that now you can remove any SexLab hotkey with just try to assign it the "Esc" key. Since everyone is using the"SexLab Tools" for the animation list, that hotkey become obsolete and many users not even remember it. Yes I often miss understand, the sexlab default hot keys and Sexlab tool hot keys to change current animation. in sexlab MCM >> player hotkeys >> "Change animation set" is what sexlab change current aimations to next one in current list. but we do not confirm the list from this menu. (or I miss another function? I do not know) I had believed it is same function as sexlab tools, but not ^^; But sexlabtool offer function which show current animations list..>> select >> then change animaiton.. (defeat and sexlab tools offer almost same function, which can show animation list which currently used by trigger mods)
oiquwtpiouepwqou Posted March 2, 2022 Posted March 2, 2022 When initiating scenes via script, what is the appropriate mechanism to tell SexLab to not mess with my sorted actor order? I have a mod of my own for messing about with and I'm attempting to initiate a scene containing a TransMale (base female, set to male in SexLab MCM, aka Futa) in the first position and a Female (true female) in the second position. I want the Female actor to use a strap-on on the Futa actor. But SexLab sorts these actors so the Futa takes the male position every time. I've looked at the code and it seems to be because within SortActorsByAnimation it gets to the line: elseIf !(Animation.HasTag("Straight") || Animation.HasTag("Vaginal") || Animation.HasTag("Pussy") || Animation.HasTag("Cunnilingus") || Animation.HasTag("Futa")) return SortActors(Positions) And forces the call to SortActors, which doesn't care about Futa and forces the Female into the first position. I can fix this myself for my situation by modifying ssl scripts which I prefer not to do if possible. So I'm asking if there is something I'm missing that will make this scenario work as I expect? Unless I'm just not seeing it, there doesn't appear to be a way around SexLab trying to sort these actors no matter how I start the scene (aka via StartSex or getting my own thread and setting the parameters manually). This seems to happen with any animation I get but as an example here is one scenario in which it occurs: Leito Bed Anal Doggy Tags: DoubleBed, animObject, MF, Anal, Doggy, Dirty, Leito, FM TransMale (Futa) is put in position 1 (set to Victim also), Female is put in position 2. But SexLab sorts these actors so Female is position 1 and Futa is position 2. Adjust Victim/Aggressor Positions doesn't change the sorting. Filter Gender Tags Animations doesn't change the sorting either. I'm using Sex Animation Framework v1.64c SexLab Utility Plus v20220211
nabliab Posted March 2, 2022 Posted March 2, 2022 11 hours ago, Vyxenne said: It's unclear to me what you are saying is wrong- do you mean it is not changing the running animation at all, repeating the same animation it was doing when you hit the "o" key to change animation, or are you saying it is changing the animation but only cycling between, for example, the same 2 or 3 animations over and over? My understanding is that it is supposed to re-roll the RNG dice, but of course it is using the same tag filters it used to select the first animation so it could be that you only have 1 or 2 animations that fit the tags selected. A recommendation: go to the "Rebuild and Clean" MCM page of SexLab, Export your config, save and quit the game, install SexLab Utilities Plus 20220211 with the "Extra" box ticked during the installation, then launch the game and use the SL MCM "Clean System" button (you will have to quit the MCM after you click the Clean button so it can churn through everything) then open the same MCM page again and Import your configs. That will give you much more control over, and information about, your available animations, plus SLU adds many new features. You won't know how you ever lived without SLU! ? What I mean is that the animation set repeats its self. Whether it's with a new NPC or not, the set seems to not randomize based on the selected available animations that I've ticked off (default animation sets, nibbles, milkys etc). For example, the animation set always starts with nibbles furniture whether it's NPC using random sex or when I play through it. I've tried rebuild/clean animation sets as well but that does not change the way animations begin. I'll try clean system and run through the utilities. Thanks.
PippinTom Posted March 2, 2022 Posted March 2, 2022 10 hours ago, Vyxenne said: I'm using SLU+ and when I hit "o" I seem to get a random animation, totally different, e.g. hitting o during a foot job brings up a missionary scene and so forth - although I'm not running Defeat so I can't easily confirm that impression. I wonder if SLU+ is taking charge of the whole scene selection process, which would explain why we seem to be getting dissimilar results. Maybe @OsmelMC will swoop down and enlighten us. ? Actually I withdraw my statement - I commented on "o" functionality (which I actually don't use often enough to have an opinion) while thinking about something else (SLSO "aggressor may change animation" or smth) which I also do not use any more due to not so random results. So it was a mixup on my part - I was wrong. ?
OsmelMC Posted March 2, 2022 Posted March 2, 2022 24 minutes ago, oiquwtpiouepwqou said: When initiating scenes via script, what is the appropriate mechanism to tell SexLab to not mess with my sorted actor order? SexLab still don't have any way to disable the actor sorting. Ashal already start to develop something like that on the GitHub version but a new version of SexLab won't be seeing soon, except for some update forced for some update of the SKSE.
oiquwtpiouepwqou Posted March 2, 2022 Posted March 2, 2022 52 minutes ago, OsmelMC said: SexLab still don't have any way to disable the actor sorting. Ashal already start to develop something like that on the GitHub version but a new version of SexLab won't be seeing soon, except for some update forced for some update of the SKSE. Alright, thank you for the clarification. I'll just modify it locally for myself for now.
Sailing Rebel Posted March 2, 2022 Posted March 2, 2022 1 hour ago, OsmelMC said: SexLab still don't have any way to disable the actor sorting. Ashal already start to develop something like that on the GitHub version but a new version of SexLab won't be seeing soon, except for some update forced for some update of the SKSE. Does the SexLab.NewThread() method not bypass automatic actor sorting?
oiquwtpiouepwqou Posted March 2, 2022 Posted March 2, 2022 29 minutes ago, Sailing Rebel said: Does the SexLab.NewThread() method not bypass automatic actor sorting? I am setting up my own thread using SexLab.NewThread() and I still get the forced sorting.
OsmelMC Posted March 2, 2022 Posted March 2, 2022 39 minutes ago, Sailing Rebel said: Does the SexLab.NewThread() method not bypass automatic actor sorting? The automatic actor sorting method is done for the animation to play just before is played and is done again each time you change the animation. Is made to intervene just in case of the male actor be receiving vaginal penetration. Like everyone knows males don't have vagina and is just to prevent that. Of course futanari actors are the exception to the rule because are female and male at the same time so the need more advanced treatment. For i know the auto sort function work perfect for male and/or female actors but once you have a futanari actor in the scene, everything get more complicated. With futa actors, the function work fine but isn't perfect yet. I will check the conditions for this case.
PippinTom Posted March 2, 2022 Posted March 2, 2022 27 minutes ago, OsmelMC said: With futa actors, the function work fine but isn't perfect yet. I will check the conditions for this case. Is it at all possible to predict what Player expects when starting a scene with Futa actor. Assuming that Futa means "female based body (armed with schlong) and with male ROLE set in MCM" then it would be really weird and from my point of view if not simply unwanted to see that actor in receiving position when penetration involving animation is played. Actually in such scenario GAY tagged animation should be played, because (usually) straight males does not like to be poked with things... So, maybe beside (not "instead") taking into consideration base body/gender, currently set SL role, (and optionally equipped type of schlong) SL would take into consideration also character's preferences that can be set in SL diary as "hetero/bisexual/gay..." etc when selecting tags for animations to filter when request is received?
OsmelMC Posted March 2, 2022 Posted March 2, 2022 8 minutes ago, PippinTom said: Is it at all possible to predict what Player expects when starting a scene with Futa actor. Not, but for that reason the function is supposed to intervene, the less possible. 11 minutes ago, PippinTom said: Assuming that Futa means "female based body (armed with schlong) Funny, because part of the problem dealing with futanari actors is that you can also have Male based bodies armed with vagina and schlong. Seems the same but is very different. The only point in common is that any futa should have dick and pussy. The sort actor function only care about the difference between the vanilla gender and the SexLab gender. 21 minutes ago, PippinTom said: So, maybe beside (not "instead") taking into consideration base body/gender, currently set SL role, (and optionally equipped type of schlong) SL would take into consideration also character's preferences that can be set in SL diary as "hetero/bisexual/gay..." etc when selecting tags for animations to filter when request is received? That's for the external Mod lore or the user to decide. The automatic sort function shouldn't intervene in those cases. The only reason I have, to check the scripts, is because the example used in the report is one animation tagged as Anal and none reference to vaginal or pussy, in which case the sort function is supposed to be ignored but the user report the opposite.
Sailing Rebel Posted March 2, 2022 Posted March 2, 2022 12 minutes ago, OsmelMC said: The automatic actor sorting method is done for the animation to play just before is played and is done again each time you change the animation. Is made to intervene just in case of the male actor be receiving vaginal penetration. Like everyone knows males don't have vagina and is just to prevent that. Of course futanari actors are the exception to the rule because are female and male at the same time so the need more advanced treatment. For i know the auto sort function work perfect for male and/or female actors but once you have a futanari actor in the scene, everything get more complicated. With futa actors, the function work fine but isn't perfect yet. I will check the conditions for this case. Perhaps it should be the animation positions being sorted once when the animation is added to the library, rather than the thread positions being sorted multiple times during the active scene? For example, if an animation is added with an arbitrary position order, say MFMFM, then SL could map those positions to a fixed sort order in the library. This means that two animations with MFMFM and MFFMM will both resolve to MMMFF. The mapping would just be a simple array-lookup for threadPosition => animationPosition, i.e. {0 => 0, 1 => 3, 2 => 1, 3 => 4, 4 => 2}. The result should be that all animations with three M and two F positions will resolve to an entirely predictable order of actors. The mod authors can then be certain of the thread positions when selecting animations and adding actors. And even when switching between these animations, those thread positions can be respected because SL can handle the position mapping behind the scenes - no need to sort the positions on the thread. After that, if an SL mod author is lumping mixed position animations together (MMF + MFF), that can be up to them. If the author is putting a male character in a female position, again that can be up to them. It can be their mistake to make because maybe it's not a mistake. The quick start method can still do automatic sorting, and possibly even the thread model method can too, but with an option to prevent auto sorting, like mySLThread.suppressSort = True before adding actors. I've not been into the code on this, so my apologies if I'm stomping on things that are already happening or are not feasible.
Beaudon Posted March 2, 2022 Posted March 2, 2022 hey im currently running skse , latest patch ( not using AE yet) and im running into a problem on startup, im getting three issues " pictures uploaded in order of problems, if i ignore the first i then get another right afterwards as shown, if i then ignore that i can still load in but im then getting this message in game as shown, iv tried both framework files in this thread.. what am i missing?? this is my vortex load order atm
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