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


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Posted
13 minutes ago, TheMaze. said:

Goodday, I have a question, more directed at any modders who might use this mod. I'm trying to compile using the SexLabFrameWork script: But very time I get this, and I don't exactly know how to fix it.  The only line that I have added is: SexLabFramework Property SexLab Auto but even the basics of basics breaks it. Does anyone perhaps know of what I'm doing wrong?




image.png.66792226c7f7b65202c3e7febe152198.png

 

That looks like you don't have the requirement sources in the right spot. MfgConsoleFunc comes from Mfg Fix, and NiOverride comes from RaceMenu. You'll need their sources to compile SexLab.

Posted
On 12/21/2023 at 8:12 PM, tecckblade said:

I know this is vague but  is anyone else having CTD when sexlabs initalizing with 163.... i downgraded so im running 1.597 all my mods ae 1.5.97 i am using the same old modlist i was using before buttzdas latest disaster , but as soon as sexlabs starts loading i ctd, if i disable Sexlabs i have 0 crashes, only when it initlizes do i crash idk if this has been addresses but ive scrolled through like 20 pages and havnet seen anything, that may point me in the right direction. i simply know that my cd is directly linked to the framwork, because only when i try getting it on do i crash and if i leave it or disable it i dont crash. Help ....   



this this is part of the log 
 

Name: "Weapon  (00013981)" -//- count: (2)
RTTIName: "BSFadeNode" -//- count: (12)
ExtraData[0] Name: "BSX" -//- count: (1)
Full Name: "Malevolent Bandit Ghost" -//- count: (145)
Name: "Malevolent Bandit Ghost" -//- count: (439)
Name: "WeaponBack" -//- count: (1)
RTTIName: "NiNode" -//- count: (144)
Name: "MOV WeaponBackAxeMaceDefault" -//- count: (1)
Name: "CME WeaponBackAxeMaceDefault" -//- count: (7)
Name: "Default WeaponBackAxeMace" -//- count: (10)
Name: "Weapon Spine2" -//- count: (7)
Name: "CME Spine2 [Spn2]" -//- count: (7)
Name: "NPC Spine2 [Spn2]" -//- count: (13)
Name: "CME Spine1 [Spn1]" -//- count: (10)
Name: "NPC Spine1 [Spn1]" -//- count: (10)
Name: "CME Spine [Spn0]" -//- count: (10)
Name: "NPC Spine [Spn0]" -//- count: (12)
Name: "CME UBody [UBody]" -//- count: (11)
Name: "CME Body [Body]" -//- count: (11)
Name: "NPC COM [COM ]" -//- count: (11)
Name: "NPC Root [Root]" -//- count: (12)
RTTIName: "BSFlattenedBoneTree" -//- count: (11)
Name: "NPC" -//- count: (11)
ExtraData[1] Name: "species" -//- count: (11)
ExtraData[2] Name: "rigVersion" -//- count: (11)
ExtraData[3] Name: "rigPerspective" -//- count: (11)
Name: "skeleton_female.nif" -//- count: (11)
ExtraData[0] Name: "BSBoneLOD" -//- count: (11)
ExtraData[1] Name: "BOM" -//- count: (11)
ExtraData[2] Name: "BBX" -//- count: (11)
ExtraData[3] Name: "BSX" -//- count: (11)
ExtraData[4] Name: "SkeletonID" -//- count: (11)
RTTIName: "BSMultiBoundNode" -//- count: (11)
Name: "ObjectLODRoot" -//- count: (11)
Name: "shadow scene node" -//- count: (11)
RTTIName: "ShadowSceneNode" -//- count: (11)
Name: "WorldRoot Node" -//- count: (11)
RTTIName: "SceneGraph" -//- count: (11)
Name: "SexLab Framework" -//- count: (21)
Full Name: "Cave Bear Cub" -//- count: (1)
Name: "Cave Bear Cub" -//- count: (2)
Animation Name: "Animations\male\AnimObjectChairEatingIdleVar1.hkx" -//- count: (1)
Skeleton Name: "NPC Root [Root]" -//- count: (1)
Name: "ChairEatingIdleVar1" -//- count: (1)
Name: "ChairEatingIdlesBehavior" -//- count: (1)
Name: "ChairEatingBehavior" -//- count: (1)
Name: "ChairRoot_Behavior" -//- count: (1)
Name: "MT_RootBehavior" -//- count: (1)
Name: "MT_Behavior.hkb" -//- count: (1)
Name: "MT_BehaviorBFR" -//- count: (1)
Name: "Default_Behavior" -//- count: (1)
Name: "RootBehaviorGraph" -//- count: (1)
Name: "WeaponAdjustment_OffsetAnimationGen" -//- count: (1)
Name: "DualWieldShieldBoneRootMSG" -//- count: (1)
Name: "Bear Cub" -//- count: (20)
Project Name: "BearProject" -//- count: (4)


FormID: 0xFF001352 -//- count: (290)
EditorID: "SexLabQuestFramework" -//- count: (21)
FormID: 0x13000D62 -//- count: (21)
FormID: 0x57000805 -//- count: (1)
FormID: 0xFF000972 -//- count: (1)
ID: 0x00004BAA -//- count: (1)
ID: 0x00004330 -//- count: (1)
ID: 0x00003E20 -//- count: (1)
ID: 0x00003C1D -//- count: (1)
ID: 0x000008F9 -//- count: (1)
ID: 0x00000282 -//- count: (1)
ID: 0x000001E0 -//- count: (1)
ID: 0x000000A4 -//- count: (1)
ID: 0x00000056 -//- count: (1)
ID: 0x000000A0 -//- count: (1)
ID: 0x0000001C -//- count: (1)
FormID: 0x2C18122C -//- count: (4)
FormID: 0xFF00131C -//- count: (2)
FormID: 0xFF000B0C -//- count: (16)
FormID: 0xFF000B0D -//- count: (12)


[RSP+5BD8] 0x200E352ED40      (BSAnimationGraphManager*) -//- count: (1)
[RSP+5DC8] 0x200E352ED40      (BSAnimationGraphManager*) -//- count: (1)
[RSP+6148] 0x200E352ED40      (BSAnimationGraphManager*) -//- count: (1)
[RSP+6150] 0x200E352ED40      (BSAnimationGraphManager*) -//- count: (1)
[RSP+6298] 0x200E352ED40      (BSAnimationGraphManager*) -//- count: (1)

 

 it also mentions, but that doesnt make much sense since i have not changed that from 3.8 i am stomped.  
[ 0] 0x7FFD3CB09EF7 PapyrusUtil.dll+0009EF7 -//- count: (1)
[ 1] 0x7FFD3CB943A2 PapyrusUtil.dll+00943A2 -//- count: (1)
[ 2] 0x7FFD3CB91D81 PapyrusUtil.dll+0091D81 -//- count: (1)
[RSP+48  ] 0x7FFD3CB943A2     (void* -> PapyrusUtil.dll+00943A2    add ebx, eax) -//- count: (1)
[RSP+78  ] 0x7FFD3CB91D81     (void* -> PapyrusUtil.dll+0091D81    mov rdx, [0x00007FFD3CC732E0]) -//- count: (1)
PapyrusUtil.dll                  0x7FFD3CB00000 -//- count: (1)
PapyrusUtil.dll -//- count: (8)



And so on. I have a similar crash problem with the exact same cause.


Malevolent Bandit Ghost. This creature stems from Skyrim Immersive Creatures and seems to be the origin of a good amount of bugs including animations and facegen related to High Poly Head, just a thesis of mine. Still working on trying to figure things out.

Posted

I have this issue that when i intiate animation using matchmaker , the animation begins , the first couple seconds loop, then loop back again and the animation plays normally. I tried diffrent combinations (solo, player+NPC, player +creature , NPC+NPC) with diffrent animation packs. its always the same. Has anyone else experience this? 

Posted

hello can someone help me please. Whenever I start a scene with someone, they wont unequip their weapons even though I have checked unequip weapons in sexlab mcm. Is there any way to fix it ?

Posted
On 1/22/2025 at 3:15 PM, Gabesa said:

It looks like deploying the mods worked. I didn't realize it was such an easy fix. Thanks for the help!

 

Wait I still have issues with the animations. They're still all standing in a pile. Idk how to fix it. I'd appreciate some more help on this. Also can't figure out why male npcs are missing their torsos.

 

Still having this issue. Can someone try and help me? I'd love to get it working so I can play the game. Thanks a ton in advance!

Posted

One question: I did install all the filed listed and followed the steps however the system still could not identify any of its prerequisites, and the button is not accessible, how can I fix it?

Posted
On 1/9/2025 at 5:40 PM, bloodrequest said:

How were you able to get Pandora to notice FNIS Mods on it? I don't see them when I ran Pandora.

 

Not sure if this has been answered already - Sorry for the late reply - But Pandora should automatically detect FNIS animations, just make sure Pandora is in the Skyrim Special Edition > Data directory.

Posted

Not sure is P+ issue or otherwise but having issue where if I start animation with highheels equipped, at the end of the animation, character begins floating away in weird position (curled up sort of, seems almost ragdoll) and the feet start spinning. Any fix?

Posted

How does one install FNIS using Mod Organizer 2 (I am a complete newbie and idiot when it comes to both Skyrim Modding and computers in general, so anything a toddler wouldn't understand I probably wouldn't too, and tutorial videos I have found say that they are archived/outdated.

Posted

Hi, I am using 1.66b for AE on version .1170. My question is, is it ok If Papyrus Utility is overwritten by Sexlab's version.? Also using MO2 and found the conflict in the information tab.

 I have Papyrus Utility loaded on the left side pane at priority 83 and sexlab is 1003 Priority with no other conflicts between. Thanks

Posted
On 3/16/2024 at 6:35 PM, Plumppy said:

 

You can find the latest ( GOG 1179 ) FSMP on nexus in the FSMP forums

https://www.nexusmods.com/skyrimspecialedition/mods/57339/?tab=forum&topic_id=10699058

Direct link
https://1drv.ms/u/s!AnjD_1wmUEoGgjVyVxVcSLvGuaML?e=XJdVds


I posted the racemenu patch for GOG 1179 directly in the SE Tracking thread but heres the original link

https://1drv.ms/u/s!AnjD_1wmUEoGgjicTdM0nX2LP7OU

 

JContainers for GOG 1179 on github

https://github.com/ryobg/jcontainers/releases

 

 

Sorry I came here looking for a fix as race menu for Gog does not work. Do you still happen to have the file? The file linked is no longer available. 

Posted

Had Skyrim some years ago but the PC broke. Got a new PC and the SE game. Downloaded Version 1.66, have all the requirements and ran FNIS. Did the download with Vortex.

Now I get: Folder Data/SKSE/Sexlab/Registry is empty or does not exist.

Any idea or advise? 

 

Posted (edited)
On 2/3/2025 at 7:39 PM, BooTheSpaceHamster said:

Sorry I came here looking for a fix as race menu for Gog does not work. Do you still happen to have the file? The file linked is no longer available. 

Microsoft killed the onedrive share links for some reason.  Ive updated the original posts with mega links.

 

https://mega.nz/file/TVlC0B5I#qjPOYh2d97n6yDoKnM-pm7B736bYlbe4UuJANrryNXI

 

 

 

Edited by Plumppy
Posted (edited)

have spent way too much damned time trying to get this to work. have followed the instructions to the letter. have tried (what i thought to be) the right version (SE) and it let me load into game but SL wouldnt install in MCM. so, used a different version (matching my skyrim verision) and it wouldnt load out of vortex (the whole wrong version sexlabutil and papyrusutil thing). have downloaded every version of SL listed, doing a full archive uninstall each time to try a new one. checked the pre-reqs. still doesnt work.

 

dont give me the whole "read instructions"bullshit. i have. a hundred times. per each different version. so dont.

 

v 1.6.1170 installed. that version SL didnt work.

 

Edited by djt777
Posted

hello it's me again. Can someone help me please. Whenever I start a scene with someone, they wont unequip their weapons even though I have checked unequip weapons in sexlab mcm. Is there any way to fix it ?

Posted (edited)

In the MCM (using the AE version), "even actors height" is greyed out. I can't select it. Is there a reason why?

 

Update: doofus move on my part. Didn't know I needed to disable the "Disable Scaling/CTD Fix" first. If you have a good computer, is the CTD Fix still an issue? 

Edited by TheRightDoorIsNotTheLeft
Posted
On 2/2/2025 at 9:51 AM, skyfall2 said:

Hi, I am using 1.66b for AE on version .1170. My question is, is it ok If Papyrus Utility is overwritten by Sexlab's version.? Also using MO2 and found the conflict in the information tab.

 I have Papyrus Utility loaded on the left side pane at priority 83 and sexlab is 1003 Priority with no other conflicts between. Thanks

 

In my experience, SexLab needs to be loaded BEFORE Papyrus, otherwise bad things happen. 

Posted

So ive been reading trough and i cant seem to find a solution for the frame drop issue when using v163.7 for SE. It happens with PapyrusUtil SE as well even if sexlab isnt enabled. any help would be great

Posted

It's really not that complicated. 99% of issues can honestly be solved with the following:

  • Installing PapyrusUtil/SexlabUtil correctly, which means not letting them be overwritten by older versions, and installing the actual correct version for your game
    • FUCKING IGNORE THE WORD AE AND LOOK AT YOUR GAME VERSION
    • THIS APPLIES TO SEXLAB, PAPYRUSUTIL, ADDRESS LIBRARY, SKSE, AND FUCKING EVERYTHING. 
      • YOU PEOPLE ARE KILLING ME.
  • Install and run FNIS/Pandora correctly for your modding app.
    • That means installing and running them from Mod Organizer 2 and Vortex. They should never be installed and ran from the root directory. 
    • Their app output should overwrite everything else so the generated behavior files are used.
  • If you can't click the install button in the MCM:
    • Scroll in and out of 3rd person so your animation/fnis variables update then check again.
    • Hover over each of the prerequisites that are showing as invalid to see if it has a reason listed WHY it's invalid. 
    • If you can't see whether or not any of the requirements are valid/invalid, lower your font size in menus so you can actually see which are showing as wrong.
  • I don't care what version you're using of Skyrim. The mod works perfectly fine with that version if you installed it correctly and used the right version. The fault 100% lies with you.
    • If you're using 1.5.97, don't expect real help and don't expect to be catered to in updates to the mod. Just update your game already; modern versions are perfectly fine and supported. If a mod not supported by 1.6.xx+ makes you refuse to update, your install problems are 100% of your own making.
    • If you're using GOG, install the correct version of both the mod and the game.
  • Everything listed above is an incredibly painfully basic Skyrim modding procedure. It really is a simple procedure for a simple community once you learn what an esp/esm/esl file is, and what file priority and overwrite means in a mod manager vs load order.
    • This is all way more simplified and obvious on Mod Organizer 2.
    • Load order and mod order are NOT the same thing.
  • Ignore what everybody says about Vortex/NMM being equal with Mod Organizer 2 (MO2); it isn't.
    • Vortex/NMM is objectively worse; I don't care what others say.
    • Vortex/NMM stupidly obfuscates many essential details that generally help you learn and troubleshoot.
    • MO2 is easier to read, easier to learn, easier to fix, and easier to diagnose shit with.
    • There is literally nothing that isn't easier to do with MO2.
    • Vortex is only equal to MO2 if you know what you are doing and how it works compared to other mod managers. Unfortunately, it's positioned as the "beginner" mod manager, so beginners use it to install things incorrectly. These problems are less pronounced and more straightforward to diagnose if you start out using MO2 to being with.
    • If you're serious about modding Skyrim, make the switch to MO2 instead of Vortex, I promise you'll be glad you did.

 

 

 

I promise anybody and everybody. This mod works 100% correctly for the stated versions that are downloadable. It's really not that complicated once you actually learn how Skyrim's modding format works, which is something anybody seriously installing mods for the game should learn.

Posted
2 hours ago, Ashal said:
  • Installing PapyrusUtil/SexlabUtil correctly, which means not letting them be overwritten by older versions, and installing the actual correct version for your game
    • FUCKING IGNORE THE WORD AE AND LOOK AT YOUR GAME VERSION
    • THIS APPLIES TO SEXLAB, PAPYRUSUTIL, ADDRESS LIBRARY, SKSE, AND FUCKING EVERYTHING. 
      • YOU PEOPLE ARE KILLING ME.

 

This bit needs to be in bigger letters for people :D

Posted
17 minutes ago, ebbluminous said:

This bit needs to be in bigger letters for people :D

I already tried making it big red text at the top of the download description. Hasn't helped. 

 

The day people started calling 1.6+ "Anniversary Edition," regardless of whether or not they've bought & installed the AE DLC, is the day a million mod authors cried out in pain.

The shitty thing is that it's not even wrong to distinguish it like that. 1.6+ needs to be called something different, but for some stupid reason, we decided to collectively call it the same thing as the optional DLC that was released at the same time so everybody would forever be confused.

 

 

Posted
39 minutes ago, Ashal said:

I already tried making it big red text at the top of the download description. Hasn't helped. 

 

The day people started calling 1.6+ "Anniversary Edition," regardless of whether or not they've bought & installed the AE DLC, is the day a million mod authors cried out in pain.

The shitty thing is that it's not even wrong to distinguish it like that. 1.6+ needs to be called something different, but for some stupid reason, we decided to collectively call it the same thing as the optional DLC that was released at the same time so everybody would forever be confused.

 

 

Yeah, it is a mess for naming  these days. I just know I am running 1.5.97 and look for things that work with that.

Totally gave up with FO4 after the update stunt last year :/

Posted
32 minutes ago, Ashal said:

The shitty thing is that it's not even wrong to distinguish it like that. 1.6+ needs to be called something different, but for some stupid reason, we decided to collectively call it the same thing as the optional DLC that was released at the same time so everybody would forever be confused.

Have to wonder how much money Bethesda made from users led to believe they needed to buy the AE DLC to use "AE" mods.

Posted
19 hours ago, Ashal said:

I already tried making it big red text at the top of the download description. Hasn't helped. 

 

The day people started calling 1.6+ "Anniversary Edition," regardless of whether or not they've bought & installed the AE DLC, is the day a million mod authors cried out in pain.

The shitty thing is that it's not even wrong to distinguish it like that. 1.6+ needs to be called something different, but for some stupid reason, we decided to collectively call it the same thing as the optional DLC that was released at the same time so everybody would forever be confused.

 

 

YOU CANT BEAT THE SHEEP OUT OF THEM.

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