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SexLab SE - Sex Animation Framework v1.66c - 08/25/2026


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Posted (edited)
4 hours ago, Bullfye said:

 

 

You're joking right ??!!

 

Well it wasn't funny at all..

 

Is it the day of bad supporting posts ..jesus ..

:)In fact nobody know the reason. What you are describing can be caused by Physics, slow scripts for a papyrus too busy dealing with too many error on another mod or some error on the SexLab scripts probably as consequence of have another mod overwriting the SexLab script files.

 

Start by check if the SexLab scripts are being overwrite by another mod and install the right version for your version of SexLab Framework or remove the Mod.

 

To check for the errors on the rest of the Mod you have to enable the DebugMode on the SexLab and the papyrus Debug on the Skyrim INI files and check the "Papyrus.0.log" to see what else is being reported around the "AnimationEnding" of the Thread.

 

In the case of be the Physics you can only try reinstalling the Faster HDT-SMP, the CBPC and the Body Meshes if happens only with one gender. 

 

 

 

Every time someone report that issue is caused by some Mod recently installed, updated or moved on the load order of the Mod folders. And always is a different Mod.

Edited by OsmelMC
Posted
4 hours ago, OsmelMC said:

:)In fact nobody know the reason. What you are describing can be caused by Physics, slow scripts for a papyrus too busy dealing with too many error on another mod or some error on the SexLab scripts probably as consequence of have another mod overwriting the SexLab script files.

 

Start by check if the SexLab scripts are being overwrite by another mod and install the right version for your version of SexLab Framework or remove the Mod.

 

To check for the errors on the rest of the Mod you have to enable the DebugMode on the SexLab and the papyrus Debug on the Skyrim INI files and check the "Papyrus.0.log" to see what else is being reported around the "AnimationEnding" of the Thread.

 

In the case of be the Physics you can only try reinstalling the Faster HDT-SMP, the CBPC and the Body Meshes if happens only with one gender. 

 

 

 

Every time someone report that issue is caused by some Mod recently installed, updated or moved on the load order of the Mod folders. And always is a different Mod.

 

 

Now that is helping Thanks bud ,

 

Will  do what you told, cause its the first time ever I see this happening in my game ,  so I guess you are right has to be either Physics or a script conflict !

 

Thank you for the heads up !

Posted
9 hours ago, Bullfye said:

NPC starts levitating

floating can be caused by disabled ai of npc.

Very likely severe script lag.

Posted
1 hour ago, Tlam99 said:

floating can be caused by disabled ai of npc.

Very likely severe script lag.

 Yes that is one of the most probable reasons !

 

Cause this time I added Serana dialogue that has a lot of script...  

 

Probable will have to take down one of those mods that has serious scripting ..

Posted

Sorry about the double post but this as to go separated ,

 

being searching for this issue 

and found a message here in LL that is exactly what its happening to me in my game ... in this treath :

 

npc floats away after a sex scene

 

 

He has included a video , and after watching it its exactly what is happening in my game ...

Posted

I made a debug spell, unfortunately, it's part of harvesting adventures.

However, you could try toggle ai via console.

 

goto 1. person, open console and target  (left mouse) the npc.

Then type tai.

You should see a message ai off, type again  tai to toggle ai on.

If Ai is toggled off on a npc, also all physics calculations will be switched off.

This might happen, if a mod toggling ai does not revert this due to script lag.

Posted
9 hours ago, Bullfye said:

Cause this time I added Serana dialogue that has a lot of script...  

The version I'm using of that Mod isn't update so probably is different now but have so many errors that take most of my logs and that's even after I fix some of them like i always do with my Mods after install them.

 

By the way i usually have less than 100 errors on my logs on 2 hours of gameplay because I keep the Mods i use fixed and patched in fact I only have more than 10 errors after update some of the mods previously fixed that of course usually need the fix again because the mod author's don't care for the papyrus logs.

Posted (edited)
2 hours ago, OsmelMC said:

The version I'm using of that Mod isn't update so probably is different now but have so many errors that take most of my logs and that's even after I fix some of them like i always do with my Mods after install them.

 

By the way i usually have less than 100 errors on my logs on 2 hours of gameplay because I keep the Mods i use fixed and patched in fact I only have more than 10 errors after update some of the mods previously fixed that of course usually need the fix again because the mod author's don't care for the papyrus logs.

 

 

Yes I am almost sure that the cause of my load on scripts and the consequent lag comes from SDO, I will take it out in my next game start ..cause I can not have this script latency so large cause of a single Mod !

Edited by Bullfye
Posted
14 minutes ago, Bullfye said:

Yes I am almost sure that the cause of my load on scripts and the consequent lag comes from SDO, I will take it out in my next game start ..cause I can not have this script latency so large cause of a single Mod !

 

I really doubt a mod with near 3 millons of downloads can cause any kind of problem. SDO no have any relation with your problem, that for other side, is caused by a fail in a mod that have a problem with phisics and/or animations. Make some test in a NEW GAME and, if the problem persist, seach problems in your installation = missing requeriments, bad versions, incompatible mods, errors in FNIS...

Posted
1 hour ago, alex77r4 said:

 

I really doubt a mod with near 3 millons of downloads can cause any kind of problem. SDO no have any relation with your problem, that for other side, is caused by a fail in a mod that have a problem with phisics and/or animations. Make some test in a NEW GAME and, if the problem persist, seach problems in your installation = missing requeriments, bad versions, incompatible mods, errors in FNIS...

 

 

So far the problem seemed to have finished , but we'll see in a day or two ..

Posted
1 hour ago, alex77r4 said:

 

I really doubt a mod with near 3 millons of downloads can cause any kind of problem. SDO no have any relation with your problem, that for other side, is caused by a fail in a mod that have a problem with phisics and/or animations. Make some test in a NEW GAME and, if the problem persist, seach problems in your installation = missing requeriments, bad versions, incompatible mods, errors in FNIS...

I doubt nothing when in matter of errors on the scripts.

 

Some users can't even enable the papyrus logs without get a CTD after few minutes.

 

In my case that i always have the papyrus logs enabled together with the tracked option i have to keep the mods fixed or i get CTD after some of the errors of some of the most popular Mod. You trust too much on something just because is being used by thousand of users. For example "Maximum Carnage" is highly popular and is one of my favorites but the Update events on their Magic Effects always cause me a CTD after report errors with the actor None just because the update events on the Magic Effects stay in memory long before the actor is being removed from the map that is what usually happens with the spawn actors and creatures after you kill them and leave the location.

Every one use Update events on the Magic Effects and always cause the same error the scripts so just because is being used since always don't mean that is fine. Same happens for the Mod, just because everyone use it don't means that is fine.

 

Another personal example: in one of my Mods some users are being reported frozen screen some times after change location but none of the logs show any error related with my mod and on my scripts nothing related with the location change could be causing the issue so even when I was experiencing the same issue from time to time i don't think that was related with my Mod but keep it in mind just in case.

Conclusion: The only possible reason I could imagine based on my experience was if something Visual was being trying to get executed during the load screen even if that's sounds too odd to be true so i try some changes just to make sure that the only thing on my scripts that was matching that description and in theory can coincide with the load screen could be paused in case the change of location was detected and just like magic the issue stop happen.

Posted (edited)
9 hours ago, OsmelMC said:

I doubt nothing when in matter of errors on the scripts.

 

Some users can't even enable the papyrus logs without get a CTD after few minutes.

 

In my case that i always have the papyrus logs enabled together with the tracked option i have to keep the mods fixed or i get CTD after some of the errors of some of the most popular Mod.

 

All that not have any sense. The errors in the log never can cause any kind of CTD. Fallout4 have the -release option to compile the script whitout debug but Skyrim not have that option in their compiler. That mean, in Skyrim, every log line is always executed, composed and sended to the logger to be writen. When the logger is disabled in Skyrim.ini the line isn't writen to the log but has been effectively composed and executed. So, enable or disable the logger in Skyrim.ini never can have any effect over the game.

 

Another diferent history is when a mod have a option inside their MCM to enable and disable their own log lines because, when the mod is bad made, enable or disable that option can cause any kind of problems, from spam in the log to CTD when the code try compose specific debug lines. Think in this code:

If Log_Enabled

    Debug.Trace("[Bad_Mod] The compute result is:" Max/Min)

Endif

When Min is 0=cero we have a fantastic and marvelous CTD by Error Division by CERO but only happend when the option to write log in the MCM is enabled. This is one of that a lot of people call "Random CTD" but, as everyboy can see, have nothing of random. Happend with a 100% security when the conditions match and that can happend, for example, one time of each millon.

 

Outside that, the logs never can cause any problem. I see a lot of users reporting log files of hundreds of megabytes whitout any kind of CTD.

I can generate some gigantic logs if you want see it. Then, if you have CTD in your game search the motive in other side. The logs can't be the motive.

 

9 hours ago, OsmelMC said:

For example "Maximum Carnage" is highly popular

 

I have Maximum Carnage and is always enabled in my game. Hundreds and hundreds of users have that mod enabled in theirs games and play every day with it but we not have any kind of CTD. Then, if you have CTD in your game search the motive in other side. Maximum Carnage can't be the motive.

 

9 hours ago, OsmelMC said:

Another personal example:

 

Show me the code and i can say you if, really, the frozens can be caused by that lines of code. But i doubt it because the game not execute papyrus code during the loading screen. When the loading screen start all the scripts are suspended. When the loading screen end all the scripts are resumed. We can have some errors in some scripts after the loading screen because the cell was unloaded and the objects not exist but, probably, that never can cause any kind of freeze.

 

Edited by alex77r4
Posted
On 10/11/2022 at 12:05 AM, OsmelMC said:

That's happens when you have Mods overwriting the SexLab files. Remove all those Mods and in the case of the SLSO install the right version for your SexLab Framework.

 

Explained in few words; if you have one Mod overwriting the script files of another is well known that will work only one specific version of the Mod overwrited and if you update that Mod you will have to update also the other Mod or you will have errors everywhere even if you are not aware.

Hello OsmeIMC!

 

I'm totally lost. Just create a fresh install ( 1.5.97, papyrus compiler, skse 2.0.20 etc, no mods, no mod manager), sexlab 1.63.

 

Try to complile the following script:

 

Scriptname MyTry Extends ActiveMagicEffect

SexLabFramework Property SexLab Auto

Event OnEffectStart(Actor akTarget, Actor akCaster)

EndEvent
 

Applyfade, Removefade not a function.

 

SLSO is Sexlab Separate Orgasm? I never used that mod. 

Posted
2 hours ago, mefi75 said:

Hello OsmeIMC!

 

I'm totally lost. Just create a fresh install ( 1.5.97, papyrus compiler, skse 2.0.20 etc, no mods, no mod manager), sexlab 1.63.

 

Try to complile the following script:

 

Scriptname MyTry Extends ActiveMagicEffect

SexLabFramework Property SexLab Auto

Event OnEffectStart(Actor akTarget, Actor akCaster)

EndEvent
 

Applyfade, Removefade not a function.

 

SLSO is Sexlab Separate Orgasm? I never used that mod. 

Those are 2 new functions on the SexLab Framework. If the compiler said that it can't find the functions is because something old is overwriting the files. If you don't have Mod Manager just reinstall the SexLab Framework and make sure of overwrite everything.

Posted (edited)
3 hours ago, OsmelMC said:

Those are 2 new functions on the SexLab Framework. If the compiler said that it can't find the functions is because something old is overwriting the files. If you don't have Mod Manager just reinstall the SexLab Framework and make sure of overwrite everything.

Hello OsmelMC!

 

I'm too old to use mod manager.

 

Just copy-paste the mods, editing plugins.txt with total commander, just like old ways.

 

My source/scripts, scripts/source is same. 

 

Install the sexlab files ( with total commander ) always say: yes to all overwrite.

 

I have a heavy installed skyrim ( ~ 800 Gb ), skyrim sexlab se beta 5, and I can recompile every script.

 

Fresh install, no mod, not working.

 

I give up, but thank's anyway. Sorry my english, I'm just a hungarian user ?

Edited by mefi75
Posted (edited)
5 hours ago, mefi75 said:

Hello OsmelMC!

 

I'm too old to use mod manager.

 

Just copy-paste the mods, editing plugins.txt with total commander, just like old ways.

 

My source/scripts, scripts/source is same. 

 

Install the sexlab files ( with total commander ) always say: yes to all overwrite.

 

I have a heavy installed skyrim ( ~ 800 Gb ), skyrim sexlab se beta 5, and I can recompile every script.

 

Fresh install, no mod, not working.

 

I give up, but thank's anyway. Sorry my english, I'm just a hungarian user ?

If you problem is just compiling probably is the compiler configuration. 

The SE compiler comes configured to use the source from another address different from the one used by the SexLab. Every SexLab mod author know that so nobody think on that as first reason.

If your compiler isn't configured with the LE settings you should copy the files of the SexLab source folder into Data\source\scripts 

 

Edited by OsmelMC
Posted (edited)

Not working in the SkyrimAE GOG version skse64_1_6_659.

PapirusUtil Dll

Sksee dll

Edited by idsoft
Posted
1 hour ago, mikesolo1975 said:

the version 1.65 is compatible whit Game Version 1.6.353  ?

thanks for any help and advice

You will need the DLL file of the last 1.64

Posted (edited)
1 hour ago, OsmelMC said:

You will need the DLL file of the last 1.64

ok and then i replace it whit the DLL from 1.65 whit the DLL from 1.64 ?

Edited by mikesolo1975
Posted
On 10/13/2022 at 11:47 AM, idsoft said:

Not working in the SkyrimAE GOG version skse64_1_6_659.

PapirusUtil Dll

Sksee dll

skse 2.2.3 has only been relesased for around 10 days, skyrim 1.6.659 not much longer. give these guys some rest.

sexlabutil.dll will probably get updated soonâ„¢.

skee64.dll is RaceMenu btw. (I'm not aware of any news regarding .659), and papyrusutil.dll is PapyrusUtil (author wasn't too happy about yet another version, but said he'll release one whe he has time).

Posted

Is there a way to get SL 1.62 SE somewhere? With the collection I have I need it for POP 5.32.0.SE, and mostly for it's requirement. SUM 2.33.1.

SUM is the mod asking for it in game.

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