sissylover19 Posted August 23, 2022 Posted August 23, 2022 so im having an issue i installed the AE version of papyrus sexlabutill and skse AE yet when i launch the game i get a critical error with red x marks on all 3 of them for some reason its not detecting it even tough i have all the plugins loaded correctly with the AE version
DeviousChip5 Posted August 23, 2022 Posted August 23, 2022 14 hours ago, OsmelMC said: Just that... Copy the "tools" folder from the FNIS Mod to the "data" folder of the folder where is Skyrim installed and next time execute the FNIS there. Just tried it and it keeps saying File/Folder is open but, I don't have anything open
Sniperpls Posted August 24, 2022 Posted August 24, 2022 On 8/20/2022 at 10:09 PM, OsmelMC said: Disable the Facegeom CACHE and the option to build the face both in the racemenu. I think you can find more details on the download page of the RaceMenu. I see the facegen cache, bDisableFaceGenCache=0 I set it to 0. Which option are you talking about for building faces? Only options under FaceGen are [FaceGen] fSliderMultiplier=3.0 bDisableFaceGenCache=0 bExternalHeads=0 ; Change this to 1 to generate external heads bExtendedMorphs=1 ; Enables extended morph hooks and loading of extended morph assets bAllowAllMorphs=1 ; Enables use of all preset morphs across all races bExportSkinToBone=1 bAllowAnyRacePart=0 ; When using face parts, allows using parts not normally valid for the race, not recommended may not persist bAlloyAnyGenderPart=0 ; Similar to above but does not restrict gender
Perelik Posted August 24, 2022 Posted August 24, 2022 I have a problem and I dont know if it is SexLab related. 2 days ago I moded Skyrim a new with SEXLAB 1.64c and a dozen more mods with hundred of animations with SLAL. Everything worked fine, when changing anim. sets with "0" a list with available animations pops up and you can choose which to change to. I had some physycs problems and tried to experiment with full SMP so many times i reinstalled mods like SOS 3BA and physycs addons (nothing to change sexlab or new animations). But now when I press "0" nothing happens , but if I change the key input to something else , it does change the anim set but at random without the window pop up to choose spec. anim. Is this SexLab related at all? (I tried uninstalling and installing again nothing)
OsmelMC Posted August 25, 2022 Posted August 25, 2022 12 hours ago, Perelik said: I have a problem and I dont know if it is SexLab related. 2 days ago I moded Skyrim a new with SEXLAB 1.64c and a dozen more mods with hundred of animations with SLAL. Everything worked fine, when changing anim. sets with "0" a list with available animations pops up and you can choose which to change to. I had some physycs problems and tried to experiment with full SMP so many times i reinstalled mods like SOS 3BA and physycs addons (nothing to change sexlab or new animations). But now when I press "0" nothing happens , but if I change the key input to something else , it does change the anim set but at random without the window pop up to choose spec. anim. Is this SexLab related at all? (I tried uninstalling and installing again nothing) The 0 is a hotkey of "SexLab Tools" and it's father Mod ("SexLab Defeat" I think). The hotkey of SexLab Framework don't have visible list. If the hotkey isn't working anymore is probably because the mod has been removed.
MadMansGun Posted August 25, 2022 Posted August 25, 2022 33 minutes ago, OsmelMC said: The 0 is a hotkey of "SexLab Tools" and it's father Mod ("SexLab Defeat" I think). The hotkey of SexLab Framework don't have visible list. If the hotkey isn't working anymore is probably because the mod has been removed. tools is H, defeat is 0.
Nymra Posted August 25, 2022 Posted August 25, 2022 13 hours ago, Perelik said: I have a problem and I dont know if it is SexLab related. 2 days ago I moded Skyrim a new with SEXLAB 1.64c and a dozen more mods with hundred of animations with SLAL. Everything worked fine, when changing anim. sets with "0" a list with available animations pops up and you can choose which to change to. I had some physycs problems and tried to experiment with full SMP so many times i reinstalled mods like SOS 3BA and physycs addons (nothing to change sexlab or new animations). But now when I press "0" nothing happens , but if I change the key input to something else , it does change the anim set but at random without the window pop up to choose spec. anim. Is this SexLab related at all? (I tried uninstalling and installing again nothing) in other words: if you want the list, check the "Sexlab Tools" MCM for the hotkey if you want a random new animation without a list popup: check the Sexlab MCM hotkeys
Perelik Posted August 25, 2022 Posted August 25, 2022 @Nymra @OsmelMC @MadMansGun THANK YOU guys, I am so stupid, in the last game starts I forgot to ACTIVATE Defeat... Oh my God, sorry im really stupid.
Vortec Posted August 25, 2022 Posted August 25, 2022 I have a question about Sexlab hotkeys and Skyrim Se hotkeys in general. My Problem is that I have run out of hot keys to use. Is there an alternative or a mod that can map Hotkeys- Pretty much have used all my keyboard keys for hotkeys but still not enough without conflicting.
OsmelMC Posted August 25, 2022 Posted August 25, 2022 39 minutes ago, Vortec said: I have a question about Sexlab hotkeys and Skyrim Se hotkeys in general. My Problem is that I have run out of hot keys to use. Is there an alternative or a mod that can map Hotkeys- Pretty much have used all my keyboard keys for hotkeys but still not enough without conflicting. Not way you be using all the hotkeys of all the Mods. A lot of mods allow you remove the hotkeys (in SexLab you can try to set the ESC key and that will remove the hotkey) All the hotkeys to show info or select actors can use the same key Even if a hotkey can't be removed still you can use one useless key to set all the unwanted hotkeys with the same key and forget about it. And answering your question: The only keys the can be tracked are the ones of the game control. The MCM have none way to know if some key has been used as hotkey on another mod so nobody can do a mod for that.
blackoperations Posted August 25, 2022 Posted August 25, 2022 (edited) On 7/28/2021 at 5:37 PM, OsmelMC said: The only important Mod that will require a update or patch to work with the BETA 9 will be the SLSO because the SLSO always required patch the SexLab Framework to work properly and the current Patch is for the BETA 8 only. Was there ever a Beta 9 patch for SLSO? Edited August 25, 2022 by blackoperations
OsmelMC Posted August 25, 2022 Posted August 25, 2022 1 hour ago, blackoperations said: Was there ever a Beta 9 patch for SLSO? I think one was made but between the BETA 8 and the current v1.64c all the Patch had some bug. The changes on the BETA 9 and the final version was too much to be able of made a patch without issues in short time. The current patches for the current versions for SE and AE are fine and seems to be working 100% so i recommend you to get the last version of SexLab Framework and forget about the BETA 9. 1
Bigjay Posted August 26, 2022 Posted August 26, 2022 Noticed that I can no longer choose or change animations with my "0" hotkey like I could in Oldrim. Am I missing something? Even when the key is rebound to a diff key it just plays the next available animation set. 1
blackoperations Posted August 26, 2022 Posted August 26, 2022 12 hours ago, OsmelMC said: The current patches for the current versions for SE and AE are fine and seems to be working 100% so i recommend you to get the last version of SexLab Framework and forget about the BETA 9. I was worried about that. That's too bad. The functionality and stability of 9 is pretty great now.
FriedTm Posted August 27, 2022 Posted August 27, 2022 (edited) So I am trying to build a unrelated pex file that depends on the source files from this mod. I am getting an error of MfgConsoleFunc is undefined see below. What should I do to fix this. I have skse 2.0.20 installed. Am I missing some source files? Edited August 27, 2022 by FriedTm Removed False thing
OsmelMC Posted August 27, 2022 Posted August 27, 2022 9 hours ago, FriedTm said: I am getting an error of MfgConsoleFunc is undefined see below. What should I do to fix this. Install the MFG and make sure that it's Source files be on the same address of the SexLab source files. The MFG is on Nexus and is a framework for the Expressions, isn't required but if is installed will be used by the SexLab. You need at least the source scripts to be able of compile the SexLab or something related with the SexLab
Sniperpls Posted August 27, 2022 Posted August 27, 2022 I'm trying to apply a function to actors on AnimationStart and AnimationEnd. I can't seem to figure out how to apply the function. I've figured out how to hook the animation, just can't figure out actually using the function. Spoiler ScriptName SynthFaceFixer Extends Quest SexLabFramework Property SexLab Auto import EBDGlobalFuncs import SexLabFramework Function Initialize() RegisterForModEvent("AnimationStart","SynthFF_SexIsStarting") RegisterForModEvent("AnimationEnd","SynthFF_SexIsEnding") EndFunction Event OnGameReload() UnRegisterForModEvent("AnimationStart") UnRegisterForModEvent("AnimationEnd") RegisterForModEvent("AnimationStart","SynthFF_SexIsStarting") RegisterForModEvent("AnimationEnd","SynthFF_SexIsEnding") EndEvent ActorBase Function getProperActorBase(Actor akActor) Global;return proper actor base for leveled and non-leveled actors if (akActor.GetLeveledActorBase() != (akActor.GetBaseObject() as ActorBase)) ;should be true for all leveled actors return akActor.GetLeveledActorBase().GetTemplate() else return akActor.GetActorBase() EndIf EndFunction ;if actor is levelled and its template is the same as the non-levelled actorBase, then the body skin has to re-applied or it won't show (Skyrim bug) bool Function isTemplateActorBase(Actor akActor) Global if (akActor.GetLeveledActorBase() != (akActor.GetBaseObject() as ActorBase)) ;should be true for all leveled actors ActorBase baseTemplate = akActor.GetLeveledActorBase().GetTemplate() If (baseTemplate == akActor.getActorBase()) return true EndIf EndIf Return false EndFunction String Function getEDID(Form fForm) Global ;returns a form's EDID if (fForm) String sForm = fForm as String ;Form as String example: "[ScriptName <EditorID (FormID)>]" int iStart = StringUtil.Find(sForm, "<") + 1 int iLength = StringUtil.Find(sForm, " (") - iStart return StringUtil.Substring(sForm, iStart, iLength) EndIf return "None" EndFunction ;returns the plugin name the form belongs to String Function getModName(Form fForm) Global int formID = fForm.GetFormID() ; Get the formid to extract modindex if isLightMod(formID) ; and check whether the for formid comes from a light mod (i.e. FE plugin space) return Game.GetLightModName(getLightModIndex(fForm)) else return Game.GetModName(Math.RightShift(formID, 24)) ; Shift right 24 bits to leave only modindex endIf EndFunction ; checks if formid comes from a light mod by looking the index which is FE=254 for light plugins bool Function isLightMod(int formID) Global if Math.RightShift(formID, 24) == 254 Return True endif return False EndFunction ;returns a float (used as a wait time) based on the distance between two objects. I.E. NPCs further from the player are processed later float Function getWaitTimeByDistance(float Dist) Global float waitTime = 0.5 + (Dist/1000.0) if (waitTime > 5.0) waitTime = waitTime*0.65 endIf if (waitTime > 5.0) return 5.0 endIf return waitTime EndFunction float Function roundFloat(float flt) Global ;properly rounds a float int ceil = Math.Ceiling(flt) int floor = Math.Floor(flt) if ((ceil - flt) < (flt - floor)) return ceil as float else return floor as float EndIf EndFunction Function DebugOutput(String output, bool bNotification = false) Global output = "EBD: " + output Debug.Trace(output) if (isPapyrusUtilInstalled()) MiscUtil.PrintConsole(output) endif if (bNotification) Debug.Notification(output) EndIf EndFunction ; function to return a decimal for given hex string ; taken from here: https://forums.nexusmods.com/index.php?/topic/1210601-papyrus-get-name-of-esp-a-base-form-belongs-to/#entry10079661 ; could probably be done much better in a manner like this: https://forums.nexusmods.com/index.php?/topic/1210601-papyrus-get-name-of-esp-a-base-form-belongs-to/#entry40904755 ; or: https://forums.nexusmods.com/index.php?/topic/8441118-convert-decimal-formid-to-hexadecimal/page-2#entry78086848 int Function HexToTen(String InputHTT) global Int Length2 = StringUtil.GetLength(InputHTT) Int LengthDone2 = 0 Int SoFar2 = 0 While ( LengthDone2 < Length2 ) String CurrentDigit = StringUtil.GetNthChar(InputHTT, LengthDone2) Int CurrentTen If (CurrentDigit == "1") CurrentTen = 1 ElseIf (CurrentDigit == "2") CurrentTen = 2 ElseIf (CurrentDigit == "3") CurrentTen = 3 ElseIf (CurrentDigit == "4") CurrentTen = 4 ElseIf (CurrentDigit == "5") CurrentTen = 5 ElseIf (CurrentDigit == "6") CurrentTen = 6 ElseIf (CurrentDigit == "7") CurrentTen = 7 ElseIf (CurrentDigit == "8") CurrentTen = 8 ElseIf (CurrentDigit == "9") CurrentTen = 9 ElseIf (CurrentDigit == "A") CurrentTen = 10 ElseIf (CurrentDigit == "B") CurrentTen = 10 ElseIf (CurrentDigit == "C") CurrentTen = 12 ElseIf (CurrentDigit == "D") CurrentTen = 13 ElseIf (CurrentDigit == "E") CurrentTen = 14 ElseIf (CurrentDigit == "F") CurrentTen = 15 Else CurrentTen= 0 EndIf CurrentTen = CurrentTen*Math.pow(16, Length2-(LengthDone2+1)) as int SoFar2 += CurrentTen LengthDone2 += 1 EndWhile return SoFar2 EndFunction ; returns the int index for a given form assuming that it is coming from light plugin int function getLightModIndex(form fForm) global string formIDRaw = fForm as string int bracketIndex = StringUtil.Find(formIDRaw, "(", 0) ; a light form looks like this: FE087800 string indexHex = StringUtil.Substring(formIDRaw, bracketIndex + 3, 3) ; the index is between FE and the last three digits; in the above case it would be 087 int modIndex = HexToTen(indexHex) ; convert the extracted hex index to int Return modIndex endfunction ; returns the formid string needed for facegen textures ; the load index is overwritten with zeroes ; 5 zeroes for light plugins and 2 for regular ones string function getFormIDString(form fForm) Global int formID = fForm.GetFormID() string formIDRaw = fForm as string int bracketIndex = StringUtil.Find(formIDRaw, "(", 0) if isLightMod(formID) return "00000" + StringUtil.Substring(formIDRaw, bracketIndex + 6, 3) else return "00" + StringUtil.Substring(formIDRaw, bracketIndex + 3, 6) endIf endfunction The function below. ;applies proper tintmask from npc record Function FixFaceTexture(Actor akActor, ActorBase akActorBase) int index = akActorBase.GetIndexOfHeadPartByType(1) ; 1 is Face type, 3 is Hair HeadPart facePart = akActorBase.GetNthHeadPart(index) string modName = getModName(akActorBase) string formIDString = getFormIDString(akActorBase) TextureSet akActorTexSet = akActorBase.GetFaceTextureSet() if (akActorTexSet) akActorTexSet.SetNthTexturePath(6, "Actors\\Character\\FaceGenData\\FaceTint\\" + modName + "\\" + formIDString + ".dds") NetImmerse.SetNodeTextureSet(akActor, facePart.GetPartName(), akActorTexSet, false) ; GetPartName() only exists in SKSE >= 2.0.17; for older versions we need to use the somewhat buggy GetName() ;DebugOutput("Found face texture for: " + akActorBase.getName() + ", " + formIDRaw + ": " + akActorBase.GetFaceTextureSet().GetNthTexturePath(0) + ", " +akActorBase.GetFaceTextureSet().GetNthTexturePath(6)) EndIf EndFunction The Events in question below. Event SynthFF_SexIsStarting(string eventName, string argString, float argNum, form sender) Actor[] actorList = SexLab.HookActors(argString) sslThreadController controller = SexLab.HookController(argString) sslBaseAnimation anim = SexLab.HookAnimation(argString) FixFaceTexture() EndEvent Event SynthFF_SexIsEnding(string eventName, string argString, float argNum, form sender) Actor[] actorList = SexLab.HookActors(argString) sslThreadController controller = SexLab.HookController(argString) sslBaseAnimation anim = SexLab.HookAnimation(argString) FixFaceTexture() EndEvent
Sailing Rebel Posted August 28, 2022 Posted August 28, 2022 48 minutes ago, Sniperpls said: Function Initialize() RegisterForModEvent("AnimationStart","SynthFF_SexIsStarting") RegisterForModEvent("AnimationEnd","SynthFF_SexIsEnding") EndFunction Event OnGameReload() UnRegisterForModEvent("AnimationStart") UnRegisterForModEvent("AnimationEnd") RegisterForModEvent("AnimationStart","SynthFF_SexIsStarting") RegisterForModEvent("AnimationEnd","SynthFF_SexIsEnding") EndEvent OnGameReload() is not a native event, and it's not clear if Initialize() is ever called. Usually this is done through a script attached to a player alias which can receive the OnPlayerLoadGame() event. That page describes the method for covering both loading a save and starting a new game.
Faustling Posted August 28, 2022 Posted August 28, 2022 I am playing Skyrim 1.5.97 with SL 163.7 and trying to diagnose some problems: I currently have SKSE64 2.019 installed. Should I upgrade to 2.0.20?
Vyxenne Posted August 29, 2022 Posted August 29, 2022 (edited) On 8/27/2022 at 10:42 PM, Faustling said: I am playing Skyrim 1.5.97 with SL 163.7 and trying to diagnose some problems: I currently have SKSE64 2.019 installed. Should I upgrade to 2.0.20? I have read that there were some minor issues with 2.00.19, which is why 2.00.20 was released very shortly after 2.00.19. However, at least one of my mods causes a CTD on launch when I try to run 2.00.20- apparently, one or more of my 400+ mods just wasn't ever updated beyond SKSE64 2.00.17 which is what I am running with SSE 1.5.97. You should at least try 2.00.20 and see if it solves your problems- if you are using MO2 or Vortex, it's easy enough to revert if it doesn't work. Edited August 31, 2022 by Vyxenne Because she wanted a lot less of "mmore"
TurtleWorld3D Posted August 30, 2022 Posted August 30, 2022 ok. first time modder. first time kind of player. So i wanted to get the sex lab mod running. and I seem to have a lot of problems getting the darn thing going. I have a handfull of presets, the alternate start, some animation pacts from anubsm the asian race preset, bodyslide, cbbe, 3ba all of the usual stuff to get it going. and a lot of the other optional mods to get it running. and even with them on none of the menu stuff for sexlabframework seems to run. I'm playing skyrim special edition. I've been at this problem for 4 days.
TurtleWorld3D Posted August 30, 2022 Posted August 30, 2022 6 minutes ago, TurtleWorld3D said: ok. first time modder. first time kind of player. So i wanted to get the sex lab mod running. and I seem to have a lot of problems getting the darn thing going. I have a handfull of presets, the alternate start, some animation pacts from anubsm the asian race preset, bodyslide, cbbe, 3ba all of the usual stuff to get it going. and a lot of the other optional mods to get it running. and even with them on none of the menu stuff for sexlabframework seems to run. I'm playing skyrim special edition. I've been at this problem for 4 days. This also happens when i try to attempt to install sexlab....
zarantha Posted August 30, 2022 Posted August 30, 2022 9 hours ago, TurtleWorld3D said: This also happens when i try to attempt to install sexlab.... Have you tried clicking on "Click Here"?
TurtleWorld3D Posted August 30, 2022 Posted August 30, 2022 Just now, zarantha said: Have you tried clicking on "Click Here"? I have. nothing shows up beyond that. From the video tutorials I've seen. the text should say working. Or installing.
TurtleWorld3D Posted August 30, 2022 Posted August 30, 2022 I'm going to try and just disable the stuff that's not needed for a full SexLab install and see if that shows all of the things.
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