oiquwtpiouepwqou Posted March 2, 2022 Posted March 2, 2022 1 hour ago, OsmelMC said: 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. That was my expectation but I think there may just be a bug here. The logic in sslThreadLibrary::SortActorsByAnimation here: elseIf !(Animation.HasTag("Straight") || Animation.HasTag("Vaginal") || Animation.HasTag("Pussy") || Animation.HasTag("Cunnilingus") || Animation.HasTag("Futa")) return SortActors(Positions) Causes the code to call sslThreadLibrary::SortActors when none of those tags are present...which is the opposite of what I was expecting, and sounds like the opposite of how you say it should work? So for another example I have an animation with tags: Anal, sex, DoggyStyle, slave, GS, FM, MF None of the checked tags in the snippet above are present so the actors are sorted, and SortActors automatically puts the Female in position one when called like this since bFemaleFirst defaults true. I do agree that this is a scenario where there is not really a "one size fits all" solution. Different players and mod authors will have different expectations of what should occur in these cases. Presumably many authors would like to just add whatever actors to a list and say "start a scene with these" so the sorting is expected. But in niche cases like my own I want it to respect my manual ordering. So ideally there would an option similar to what Sailing Rebel suggests - one that simply allows the mod author to disable the sorting for a thread for which they have managed the positions manually to achieve a specific result. That's what I'm adding to my own local version of the code at any rate.
OsmelMC Posted March 2, 2022 Posted March 2, 2022 2 hours ago, Sailing Rebel said: 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? Is sorted for each animation because each animation is different and you can't use the same actor positions for all the animations.
OsmelMC Posted March 2, 2022 Posted March 2, 2022 (edited) 52 minutes ago, oiquwtpiouepwqou said: That was my expectation but I think there may just be a bug here. The logic in sslThreadLibrary::SortActorsByAnimation here: The scripts of that function are big enough to make mistakes. So yes, is more than possible that be the bug. I'm not reading the scripts but for your comment, seems obvious that, that RETURN should be followed by the "Positions" array instead of the "SortActors(Positions)" function Edited March 2, 2022 by OsmelMC
oiquwtpiouepwqou Posted March 2, 2022 Posted March 2, 2022 (edited) 1 hour ago, OsmelMC said: I'm not reading the scripts but for your comment, seems obvious that, that RETURN should be followed by the "Positions" array instead of the "SortActors(Positions)" function Aye, that's what I changed it to locally and it made that portion work as I expected. However, the next test I ran - putting a Futa in position 1 with Female in position 2 while searching for "Vaginal" resulted again in sorting the female to the first position which isn't what I want. Rather than dig through all the Futa sort code here, and because I don't want to break my own version of SexLab for other mods, I'm looking at an alternative that eliminates sorting entirely based on a thread flag when explicitly set. I'm not trying to build a robust solution for a variety of situations - just a specific one for my own personal use so if I break stuff it's my own problem ? Thanks for your help! EDIT: For posterity my final solution was to add a new DisableSort property to sllThreadModel that follows the same pattern as the other similar properties there (e.g. DisableOrgasm). So I have a DisableSort() function I can call on the thread before I call StartThread(), and I check the flag in SetAnimation. Seems to work great for my purposes without affecting any other mod's usage of the framework. Edited March 2, 2022 by oiquwtpiouepwqou 2
Martok73 Posted March 2, 2022 Posted March 2, 2022 Still having an issue with NPCs not removing Bows when starting a sex scene. SSE 1.5.97 SexLab 1.63, no NPCs are removing or unequipping their bows. I have every setting in SexLab set to make NPCs unequip any weapons they have and I even have set several specific NPCs to ALWAYS REMOVE the bows they have thru the equip editor, and nothing works. No NPCs will unequip their bow at all before having sex. I've been having this issue ever since updating from1.62b8 to 1.63 several months ago and have asked three times now for any assistance. So if anyone has any ideas how to fix this problem I would greatly appreciate any suggestions. Thank you.
OsmelMC Posted March 2, 2022 Posted March 2, 2022 12 minutes ago, Martok73 said: Still having an issue with NPCs not removing Bows when starting a sex scene. SSE 1.5.97 SexLab 1.63, no NPCs are removing or unequipping their bows. I have every setting in SexLab set to make NPCs unequip any weapons they have and I even have set several specific NPCs to ALWAYS REMOVE the bows they have thru the equip editor, and nothing works. No NPCs will unequip their bow at all before having sex. I've been having this issue ever since updating from1.62b8 to 1.63 several months ago and have asked three times now for any assistance. So if anyone has any ideas how to fix this problem I would greatly appreciate any suggestions. Thank you. The Bow is a two handed weapon. That means you have tht double of opportunities to see the bow removed. The only ways you can get that problem are: 1. If you have a Mod that re-equip the bow after be unequipped by scripts. 2. If the idle to low the the weapon (the bow) is broken somehow or corrupted. But in this case still can be removed if is in the back. 3. If the SexLab scripts are overwrite by another Mod or the scripts report some error before remove the bow. 4. If the scripts have some condition to exclude the bow's. But is not the case, since SexLab don't care for the type of weapon equipped. SexLab unequipped anything equipped on any of the hands unless the options for the hands on the "Time and Strip" page of the SexLab MCM be disabled, but in that case not only the bow's are affected. If you want you can send me the "Papyrus.0.log" to see if some error on the scripts is reported.
RaptorUwU Posted March 3, 2022 Posted March 3, 2022 (edited) Alright so anyone out there mind helping me? I've been downloading mods to add more animations and was loading them into the game one by one to see what is crashing my game on startup. It was all fine until I got to this mod. I meet all the requirements and everything so I don't know how that could be a problem. Could it be because of I have a lot of animations? I even have FNIS XXL and even without worrying about it i'm still not getting warnings from FNIS about my game. Could anyone help? I'd love to get my game back to how it was before I completely cleaned my hard drive. Thanks! Edit: Some how me downloading the AE version fixed it even though i'm using the 1.5.97 version... I have no clue how this fixed it. My old version was right as soon as the AE version came out I had to depotdownloader the older version to I could use these older mods... I am confused by this but if it works than it works? I need to get to the bottom of this why this works... TO THE FUCKING AROUND TILL I FIGURE OUT Edited March 3, 2022 by RaptorUwU
Martok73 Posted March 3, 2022 Posted March 3, 2022 8 hours ago, OsmelMC said: The Bow is a two handed weapon. That means you have tht double of opportunities to see the bow removed. The only ways you can get that problem are: 1. If you have a Mod that re-equip the bow after be unequipped by scripts. 2. If the idle to low the the weapon (the bow) is broken somehow or corrupted. But in this case still can be removed if is in the back. 3. If the SexLab scripts are overwrite by another Mod or the scripts report some error before remove the bow. 4. If the scripts have some condition to exclude the bow's. But is not the case, since SexLab don't care for the type of weapon equipped. SexLab unequipped anything equipped on any of the hands unless the options for the hands on the "Time and Strip" page of the SexLab MCM be disabled, but in that case not only the bow's are affected. If you want you can send me the "Papyrus.0.log" to see if some error on the scripts is reported. 1. No mod requeips the bow, it is never removed at all. 2. I can manually remove the bow using console command to uneqip it, so assuming that the bow actually works. 3. Not showing any conflicts and can not find anything overwriting SexLab. 4. I have every box that has anything at all to do with weapons in all instances of the "Timers and Strip Settings" page checked and have went into the individual editor for various NPCs and made sure that everything in their inventory is set to be always removed. I can send you the log file later today/tonight as soon as I can, I'm on my phone currently not at my PC. I am completely stumped as to why it's not being removed. I have even tried different bows and have had the same results.
4nk8r Posted March 3, 2022 Posted March 3, 2022 (edited) 7 hours ago, Martok73 said: 1. No mod requeips the bow, it is never removed at all. 2. I can manually remove the bow using console command to uneqip it, so assuming that the bow actually works. 3. Not showing any conflicts and can not find anything overwriting SexLab. 4. I have every box that has anything at all to do with weapons in all instances of the "Timers and Strip Settings" page checked and have went into the individual editor for various NPCs and made sure that everything in their inventory is set to be always removed. I can send you the log file later today/tonight as soon as I can, I'm on my phone currently not at my PC. I am completely stumped as to why it's not being removed. I have even tried different bows and have had the same results. I've never had the bow not be unequipped (SL 1.63 / SE 1.5.97), but the arrow bandolier will remain unless you use another mod to force that action. The bow is a two handed weapon, no different than a large sword or axe from the perspective of SL and the game engine's logic. Is it the arrow bandolier that you're referencing as "the bow"? If so, use the mod I linked to take care of that. Edited March 3, 2022 by 4nk8r
gameizirenshu Posted March 3, 2022 Posted March 3, 2022 2022 年 2 月 25 日上午 10 点 23 分,起义军 说道: Okay, this is a very ham-fisted edit of sslActorAlias intended only for testing: SL TranslateTo Test Patch DELETE ME 1.63 only.7z 31.44 kB · 14 downloads Edit2: Not using AE myself, but since the file is identical in both the SE and AE versions, this patch should work with SexLab 1.64c too. Edit: Just to make it clear what this test patch does, so you don't have to search back in the thread for it - this is an attempt to address an issue that causes the game world to be redrawn several times while starting up a SexLab animation and again when the animation ends, causing stuttering or temporary freezes. This is a particular issue in external cells. What I've done is added a condition to every SetPosition/Angle call to instead use TranslateTo if it's the player. Initially this resulted in a very reliable CTD during animation spin-up which I tracked down to the OnTranslateComplete event. The really ham-fisted part is I just removed the only call in that event to Snap(), which appears to have been causing a recursive chain of translate events with my other edits. 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 for this fix it. It usually works very well, but I found that the characters can't be aligned in defeat mod.
Sailing Rebel Posted March 3, 2022 Posted March 3, 2022 12 minutes ago, gameizirenshu said: Thank you for this fix it. It usually works very well, but I found that the characters can't be aligned in defeat mod. Check if Victim Controls are disabled under SexLab MCM > Animation Settings. While the patch may interfere with actual alignment, it shouldn't be disabling alignment hotkeys.
gameizirenshu Posted March 3, 2022 Posted March 3, 2022 1 hour ago, Sailing Rebel said: Check if Victim Controls are disabled under SexLab MCM > Animation Settings. While the patch may interfere with actual alignment, it shouldn't be disabling alignment hotkeys. Sorry for my poor English. I mean the patch interfered actual alignment in defeat mod. In instance, two characters are opposite in sex.
Vyxenne Posted March 3, 2022 Posted March 3, 2022 13 hours ago, RaptorUwU said: I need to get to the bottom of this why this works... TO THE FUCKING AROUND TILL I FIGURE OUT *Sneaks into Raptor's room and fucks around*
Sailing Rebel Posted March 3, 2022 Posted March 3, 2022 1 hour ago, gameizirenshu said: Sorry for my poor English. I mean the patch interfered actual alignment in defeat mod. In instance, two characters are opposite in sex. If you mean that male actors are using female animations, then this is likely a separate issue. The patch should not be changing actor gender rolls at all.
Martok73 Posted March 3, 2022 Posted March 3, 2022 5 hours ago, 4nk8r said: I've never had the bow not be unequipped (SL 1.63 / SE 1.5.97), but the arrow bandolier will remain unless you use another mod to force that action. The bow is a two handed weapon, no different than a large sword or axe from the perspective of SL and the game engine's logic. Is it the arrow bandolier that you're referencing as "the bow"? If so, use the mod I linked to take care of that. No it's not the arrow quiver, that actually gets removed just fine. I've tried the Ebony bow I've crafted and upgraded, a normal hunting bow, an imperial bow, and one that was just labeled "bow". I find it very odd that the bow doesn't get removed as it's the only piece of equipment that doesn't. @OsmelMC Here is the log file you asked for. It has more than just my character having sex in it as she was in one of my slave camps at the time, but it does have two instances of my character Arianna having sex with Lydia while she had her bow equipped. Papyrus.0.log
OsmelMC Posted March 3, 2022 Posted March 3, 2022 44 minutes ago, Martok73 said: No it's not the arrow quiver, that actually gets removed just fine. I've tried the Ebony bow I've crafted and upgraded, a normal hunting bow, an imperial bow, and one that was just labeled "bow". I find it very odd that the bow doesn't get removed as it's the only piece of equipment that doesn't. @OsmelMC Here is the log file you asked for. It has more than just my character having sex in it as she was in one of my slave camps at the time, but it does have two instances of my character Arianna having sex with Lydia while she had her bow equipped. Papyrus.0.log 531.93 kB · 2 downloads The only error related to SexLab on your log is from have enabled one expression without Phase. That is not related to your problem. The Lydia animation don't have any Bow equipped, in fact the log said that she was using a "Ebony Sword" together with the armor and both was unequipped. If you said that she was using a bow and the log said that she was using a sword. My conclusion considering you are right and Skyrim don't allow bow and sword equipped at the same time, the only thing I can think is in something like the mod that allow you carry with al the weapons equipped. If is that the case then the bow is not really a weapon and most likely a armor on some other body slot. In that case you should check the "Time and Strip" page slot by slot, because on the description of the slot at the bottom of the window, also show the name item equipped on that slot for the player and the target actor. Probably have name empty or unknown. Just make sure of enable that slow everywhere and try again.
RaptorUwU Posted March 4, 2022 Posted March 4, 2022 5 hours ago, Vyxenne said: *Sneaks into Raptor's room and fucks around* Yeahhhh btw I still have no clue why it's working the way it is... My skyrim version is the 1.5.97 version but yet it's treating it like it's the AE version even though its not. Some mods will work with others but yet when I add one mod it makes the game completely shit itself. But yet none of the mods have any hard conflicts or compatibility issues and it's just making my head spin...
Martok73 Posted March 4, 2022 Posted March 4, 2022 1 hour ago, OsmelMC said: The only error related to SexLab on your log is from have enabled one expression without Phase. That is not related to your problem. The Lydia animation don't have any Bow equipped, in fact the log said that she was using a "Ebony Sword" together with the armor and both was unequipped. If you said that she was using a bow and the log said that she was using a sword. My conclusion considering you are right and Skyrim don't allow bow and sword equipped at the same time, the only thing I can think is in something like the mod that allow you carry with al the weapons equipped. If is that the case then the bow is not really a weapon and most likely a armor on some other body slot. In that case you should check the "Time and Strip" page slot by slot, because on the description of the slot at the bottom of the window, also show the name item equipped on that slot for the player and the target actor. Probably have name empty or unknown. Just make sure of enable that slow everywhere and try again. That log does show having sex with Lydia twice, once early in the log, and once close to the end of the log. She had her bow equipped the first time having sex and kept it equipped. The second time having sex for whatever reason her bow flashed, the sword appeared, then the bow flashed again. When checking her equipped items via the console it showed her ebony bow equipped. So I have no clue as to what is going on with her or it tbh. I did try it with every box checked under time/strip so it should have removed everything. I checked all boxes for each slot for both male and female shown under consensual on the timers and strip options page. I then checked her individual items in her inventory shown under the strip item editor page and made sure everything was set to always remove. I honestly don't know what else to do as it appears for whatever reason she keeps her ebony bow equipped, no clue why the log shows it as a sword.
Sailing Rebel Posted March 4, 2022 Posted March 4, 2022 On 3/2/2022 at 8:49 PM, oiquwtpiouepwqou said: EDIT: For posterity my final solution was to add a new DisableSort property to sllThreadModel that follows the same pattern as the other similar properties there (e.g. DisableOrgasm). So I have a DisableSort() function I can call on the thread before I call StartThread(), and I check the flag in SetAnimation. Seems to work great for my purposes without affecting any other mod's usage of the framework. I'm looking at sslAnimationBase and I can see the root of the sorting issue. When adding an animation to the library, the actor positions can be added in any sequence of genders and this is then baked into the data. This means that the actual positions for multiple animations with the same set of genders cannot be counted on as being the same order. So the first animation might be Female, Male, Male, but then the next might be Male, Female, Male, and without the re-sorting the positions will be right for one and wrong for the other. Unfortunately, as we're seeing, they are also sometimes wrong with the sorting I think positions could be sorted at animation build-time instead, or perhaps normalized is a better term, but it will take some reorganization of arrays to sync position-related data like flags and adjustments - maybe do it all in the animation save function. It would also be necessary to retain a map of the final positions to the original positions in order to call the correct animation files for the actors. But the result would be that if you filter animations for two males and one female, you would always know which positions belong to which genders without even having to check, so actor sorting could be safely disabled in those circumstances. With the right coding, the upgrade process would just require resaving each animation to update the position indexes and related data and add the position map. The sensible order would probably be Males, Females, Male Creatures, Female Creatures, so it matches the existing gender indexes (gender = index % 2).
Vyxenne Posted March 5, 2022 Posted March 5, 2022 (edited) On 3/3/2022 at 6:00 PM, RaptorUwU said: Yeahhhh btw I still have no clue why it's working the way it is... My skyrim version is the 1.5.97 version but yet it's treating it like it's the AE version even though its not. Some mods will work with others but yet when I add one mod it makes the game completely shit itself. But yet none of the mods have any hard conflicts or compatibility issues and it's just making my head spin... The first thing to do is to straighten out your versioning. Something is seriously amiss if you are using SL 1.64x with SSE 1.5.97 and SKSE64 ?.??.?? (you haven't specified your SKSE version AFAIK but I could've missed it.) Since what you are describing seems impossible to me, I can only suggest that you double-check your version numbers. Everything you have posted leads me to believe that you have been stealth-updated (without your knowledge) to SSE 1.6.xxx at some point in time. So start by right-clicking SkyrimSE.exe and selecting Properties and the Details tab, where the version number is shown. Then check SKSE64 and SL versions- if, as you say, you really are on SSE 1.5.97, there are 3 choices for SKSE but only one choice for SexLab Framework (1.63.) If you expand my sig guide, you will find the Game and SKSE versions listed clearly under "Installing SKSE64". Once you have Game, SKSE and SexLab versions correct, go through the SexLab requirements and make sure they are correct. Again, if you are on SSE 1.5.97, "correct" will not necessarily be "latest." Edited March 5, 2022 by Vyxenne Because there has been wine
RaptorUwU Posted March 5, 2022 Posted March 5, 2022 36 minutes ago, Vyxenne said: The first thing to do is to straighten out your versioning. Something is seriously amiss if you are using SL 1.64x with SSE 1.5.97 and SKSE64 ?.??.?? (you haven't specified your SKSE version AFAIK but I could've missed it.) Since what you are describing seems impossible to me, I can only suggest that you double-check your version numbers. Everything you have posted leads me to believe that you have been stealth-updated (without your knowledge) to SSE 1.6.xxx at some point in time. So start by right-clicking SkyrimSE.exe and selecting Properties and the Details tab, where the version number is shown. Then check SKSE64 and SL versions- if, as you say, you really are on SSE 1.5.97, there are 3 choices for SKSE but only one choice for SexLab Framework (1.63.) If you expand my sig guide, you will find the Game and SKSE versions listed clearly under "Installing SKSE64". Once you have Game, SKSE and SexLab versions correct, go through the SexLab requirements and make sure they are correct. Again, if you are on SSE 1.5.97, "correct" will not necessarily be "latest." Yeah after starting the game and everything sexlab wouldn't start due to it not meeting any of the requirements to start 1.64. But the game still accepted it and didn't crash or any problems when it started. My game was having a identity crisis and just some how still working when it probably shouldn't have. Thing is my game still thinks it has the creation stuff that bethesda gave when you got the updated version of skyrim. I don't know but if it's not effecting my experience much than i'm fine with it. I got it all sorted out though but it was still weird that the game accepted the AE stuff when in reality it shouldn't have
greenmango12 Posted March 5, 2022 Posted March 5, 2022 On 3/3/2022 at 1:47 PM, RaptorUwU said: Alright so anyone out there mind helping me? I've been downloading mods to add more animations and was loading them into the game one by one to see what is crashing my game on startup. It was all fine until I got to this mod. I meet all the requirements and everything so I don't know how that could be a problem. Could it be because of I have a lot of animations? I even have FNIS XXL and even without worrying about it i'm still not getting warnings from FNIS about my game. Could anyone help? I'd love to get my game back to how it was before I completely cleaned my hard drive. Thanks! Edit: Some how me downloading the AE version fixed it even though i'm using the 1.5.97 version... I have no clue how this fixed it. My old version was right as soon as the AE version came out I had to depotdownloader the older version to I could use these older mods... I am confused by this but if it works than it works? I need to get to the bottom of this why this works... TO THE FUCKING AROUND TILL I FIGURE OUT From seeing what you described.. if it was animation limit issue,, (sexlab add many default animations ) you should install https://www.nexusmods.com/skyrimspecialedition/mods/31146 first. though SSE engine fix have option to expand animation limit too. but for my experience, the above linked patch work better, at same time if you use both,(most of user may install SSE engine fix, I believe) you need to change setting in SSE engine fix setting file. . (de-activate SSE engine fix offer animation limit patch) (so you do not show any mod list, but if your problem caused, sexlab added aniamtions,, this animation limit fix, solve your problem. (FNIS author recommend it too, and it actually expand limit drastically) btw,, you should not stop to use AE version mods for 1.5.97?? ? ,, though I do not against, if it work for you..
firerange4 Posted March 5, 2022 Posted March 5, 2022 Hi folks! I'm currently using Baka's BHUNP (from Nexus and with SMP physics) in conjunction with SOS. So far, everything has been fine and compatible with each other i.e. penis and vagina collision works just as intended. However, I cannot control my character's shlong with Sexlab's Adjust Schlong feature (input c on keyboard) during and not during sex animations. Interestingly, I can still control my schlong via SHIFT + PGUP/PGDN but doing so doesn't save my schlong-related adjustments to the sex animations. Other hotkey features such as rotation, moving actors horizontally and vertically, etc... still work fine. Anyone here can provide a solution to this? Many thanks!
OsmelMC Posted March 5, 2022 Posted March 5, 2022 On 3/3/2022 at 7:23 PM, Martok73 said: That log does show having sex with Lydia twice, once early in the log, and once close to the end of the log. She had her bow equipped the first time having sex and kept it equipped. I see again the log and find the first Lydia scene. In that case is also using the "Ebony Sword" but the logs also show a "Ebony Arrow" and that is not supposed to be there. The Ebony Arrow is a Ammo and SexLab Framework can't unequip Ammo unless you be using some patch. Now I'm thinking that you are being talking about the Ammo all this time instead of the Bow. You obviously are using some patch for SexLab and isn't working as you wish in all the cases I'm not recommend unequip Arrows as part of the SexLab strip function because you can use better mods for that not even related with SexLab. For example I'm using a fixed version of the "Auto Unequip Ammo" Mod that unequip the ammo each time the bow is unequipped and work for NPC's and Player. By the way my SLU+ also allow unequip the Ammo but I don't recommend it. Remove any patch you be using for the Ammo and SexLab that obviously isn't working and install some mod more global like this: Auto Unequip Ammo (20200816).7z
Vyxenne Posted March 5, 2022 Posted March 5, 2022 5 hours ago, firerange4 said: Hi folks! I'm currently using Baka's BHUNP (from Nexus and with SMP physics) in conjunction with SOS. I cannot control my character's shlong with Sexlab's Adjust Schlong feature (input c on keyboard) during and not during sex animations. Firstly, on a tangential subject, you may want to consider the SexLab SoS Strapon (Conversion for BHUNP). It gave me control over my strapon just as if it were a schlong. Secondly, make sure that you have installed/enabled the XPMSSE plugin SOS Race Menu.esp. It is included in the RM archive but you must explicitly enable it during the installation. This may help with your schlong control.
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