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


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Posted

Sorry if this has been asked but what is the Keyword in Creation Kit for "Always Strip". I'm trying to attach it to an armor so that it always gets removed; I see the "No Strip" one but that's it. Thanks.

Posted (edited)

Wondering if it will get support for the Lovense API 

Atm only SL P+ has it from what I've read. Or does SL already have support for that?

Edited by AlexDuKaNa
Posted (edited)
6 hours ago, AlexDuKaNa said:

Wondering if it will get support for the Lovense API 

I made a patch per request, I think Ashal is still testing it. See SLs github

Edited by Scrab
Posted

how can I disable the animations for M/F when using furniture while F/F animations are playing?

whenever a match is made via matchmaker for 2 females and I have furniture enabled, it always defaults to using furniture with F/M animations (aka bumping air) instead of playing one of the many F/F animations available.

this works fine when it's M/F since when using furniture it plays correctly of course, and I don't use strap-ons, so simply disabling furniture animations playing (besides placing a normal animation on a bed) while two females are involved would be so helpful. being asked to use furniture before animations or having them set to used frequently isn't really the issue, just playing the wrong animations lined up with the right furniture.

help please?

Posted
17 minutes ago, George123456789@@ said:

I'm playing the dragonar prison for women and the warden is doing the non dominant position. is their a way to switch which character is in which position and change it so my character is permanently submissive?

 

That location has nothing to do with this mod, as it's simply a framework; it doesn't add anything else. I think that's part of Deviously Cursed Loot. Ask there. Normally the secondary mod is the one that must assign the role that the actors will play (scripts and all that sh*t), Sexlab is not in charge of that, because as I said, it is just a framework.

Posted
On 4/11/2025 at 10:02 PM, TheManTheManTheMan2424 said:

how can I disable the animations for M/F when using furniture while F/F animations are playing?

whenever a match is made via matchmaker for 2 females and I have furniture enabled, it always defaults to using furniture with F/M animations (aka bumping air) instead of playing one of the many F/F animations available.

this works fine when it's M/F since when using furniture it plays correctly of course, and I don't use strap-ons, so simply disabling furniture animations playing (besides placing a normal animation on a bed) while two females are involved would be so helpful. being asked to use furniture before animations or having them set to used frequently isn't really the issue, just playing the wrong animations lined up with the right furniture.

help please?

 

That's the job of the mods that use the framework. In this case, the correct tags must be applied for it to work exactly as you want. If an appropriate filter is not applied to the tags, then any animation you have in your repertoire will play. Again, it's a matter of the secondary mod you use and the work applied into creating tag filtering. Not all of carry out this task properly.

Posted

So, I am at my wits end here. I can not for the life of me figure out what to do, so hopefully you fine people can help me. When I boot up the game and want to go in to the mcm menu to click on the "install" button for sexlab, nothing happens. The button it just white, but nothing happens when clicked.

As far as I understand it, I have installed all I need. I have v 1.5.1170.0 of the Speciel Edition. I am assuming that there must be something I am missing, but for the life of me I can not find out. Thanks in advance.

 

My Loadorder so far is not very big, as I have not yet downloaded many mods yet. 

My Load order as automatically generated by Vortex is the following. 

Skyrim.esm
Update.esm
Dawnguard.esm
HearthFires.esm
Dragonborn.esm
ccBGSSSE001-Fish.esm
ccQDRSSE001-SurvivalMode.esl
ccBGSSSE037-Curios.esl
ccBGSSSE025-AdvDSGS.esm
_ResourcePack.esl
unofficial skyrim special edition patch.esp
ZaZAnimationPack.esm
SexLab.esm
Devious Devices - Assets.esm
SexLabAroused.esm
Devious Devices - Integration.esm
Devious Devices - Expansion.esm
Devious Devices - Contraptions.esm
SkyUI_SE.esp
Captured Dreams.esp
Deviously Cursed Loot.esp
Laura's Bondage Shop.esp
UIExtensions.esp
AddItemMenuSE.esp
Joy of Perspective.esp
GirlHeavyArmor.esp
Gigaduex_Outfit.esp
Devious Devices SE patch.esp
SOSRaceMenu.esp
RaceMenu.esp
XPMSE.esp
CBBE.esp
RaceMenuPlugin.esp
RaceMenuMorphsCBBE.esp
FNIS.esp
alternate start - live another life.esp
Deviously Cursed Loot LAL AddOn.esp

Posted
On 4/9/2025 at 5:08 AM, CyberQueen said:

Sorry if this has been asked but what is the Keyword in Creation Kit for "Always Strip". I'm trying to attach it to an armor so that it always gets removed; I see the "No Strip" one but that's it. Thanks.

Yeah, I'm looking for something like that too. I use some modular clothing mods and the pants doesn't strip. Found anything?

Posted (edited)
On 4/9/2025 at 5:08 AM, CyberQueen said:

Sorry if this has been asked but what is the Keyword in Creation Kit for "Always Strip". I'm trying to attach it to an armor so that it always gets removed; I see the "No Strip" one but that's it. Thanks.

 

2 hours ago, mrdoodle said:

Yeah, I'm looking for something like that too. I use some modular clothing mods and the pants doesn't strip. Found anything?

 

There is no such thing as keyword for it, but you can tag item as "always strip" via SLFs MCM. Of course that's a bit tedious procedure when you deal with lots of items... But if you are desperate and skilled enough, in short: you can edit SLF profile file ("<skyrimsepath>\Data\SKSE\Plugins\SexLab\SexlabConfig.json"), where you can find section "alwaysstrip" (case sens) and add them items in bulk there, and then (re)import it via MCM.

 

edit:

(!) editing json is like editing xml - have to know basics as well as specifics of what you are doing - so do it at your own risk or don't do it at all.

Edited by PippinTom
disclaimer
Posted
18 hours ago, PippinTom said:

 

 

There is no such thing as keyword for it, but you can tag item as "always strip" via SLFs MCM. Of course that's a bit tedious procedure when you deal with lots of items... But if you are desperate and skilled enough, in short: you can edit SLF profile file ("<skyrimsepath>\Data\SKSE\Plugins\SexLab\SexlabConfig.json"), where you can find section "alwaysstrip" (case sens) and add them items in bulk there, and then (re)import it via MCM.

 

edit:

(!) editing json is like editing xml - have to know basics as well as specifics of what you are doing - so do it at your own risk or don't do it at all.

Alright. Thank you! I have to search for another alternative.

Posted (edited)
On 4/16/2025 at 6:48 PM, PippinTom said:

There is no such thing as keyword for it,

 

 

@CyberQueen , @mrdoodle

 

 

Turns out that while being right about keyword (non)existence I was wrong about lack of support for it (if it were existed after all).

Quick look at SexLab scripts an it seems like it is ready to handle keyword, any keyword, that contains substring "AlwaysStrip"!

No clue as to why appropriate keyword has not been added to SexLab plugin itself the same way "NoStrip" has been, but that's irrelevant now.

 

What is relevant is that ANY valid skyrim keyword with mentioned substring in its name EDID (editor id), even stupid one like "MyPersonalKeywordAlwaysStrip" will work as expected.

 

Can't verify this myself atm<< tested and it works, but it should be easy enough for anyone who has basic knowledge of using xEdit to add that keyword declaration (in keyword record), either to armor/clothing plugin itself or any of it's masters, and then use it on armor piece(s), and then get it recognized by Sexlab in-game.

 

------

alternative approaches

1) actually proper and most convenient way to utilize above theory would be to 

  • create empty "light"/esl plugin, like "myAlwaysStripShit" which will work as a patch;
  • create keyword there;
  • then add (via "copy as override into...") as many pieces from as many plugins(mods) as one likes;
  • (and then locally. without need to modify original plugin / adding him masters) assign custom keyword to them.

Really, as I've been counting clicks needed to do that, not that many of them were needed - xEdit is really cool.

 

2) use xEdit scripting to perform similar thing, but with support of regex and shit like that... yet that requires more planning while writing the script what probably makes it not worth the trouble.

 

Edited by PippinTom
name > EDID... and then some more
Posted
9 hours ago, PippinTom said:

 

@CyberQueen , @mrdoodle

 

 

Turns out that while being right about keyword (non)existence I was wrong about lack of support for it (if it were existed after all).

Quick look at SexLab scripts an it seems like it is ready to handle keyword, any keyword, that contains substring "AlwaysStrip"!

No clue as to why appropriate keyword has not been added to SexLab plugin itself the same way "NoStrip" has been, but that's irrelevant now.

 

What is relevant is that ANY valid skyrim keyword with mentioned substring in its name EDID (editor id), even stupid one like "MyPersonalKeywordAlwaysStrip" will work as expected.

 

Can't verify this myself atm<< tested and it works, but it should be easy enough for anyone who has basic knowledge of using xEdit to add that keyword declaration (in keyword record), either to armor/clothing plugin itself or any of it's masters, and then use it on armor piece(s), and then get it recognized by Sexlab in-game.

 

------

alternative approaches

1) actually proper and most convenient way to utilize above theory would be to 

  • create empty "light"/esl plugin, like "myAlwaysStripShit" which will work as a patch;
  • create keyword there;
  • then add (via "copy as override into...") as many pieces from as many plugins(mods) as one likes;
  • (and then locally. without need to modify original plugin / adding him masters) assign custom keyword to them.

Really, as I've been counting clicks needed to do that, not that many of them were needed - xEdit is really cool.

 

2) use xEdit scripting to perform similar thing, but with support of regex and shit like that... yet that requires more planning while writing the script what probably makes it not worth the trouble.

 

That is awesome! Thank you for finding it.

I think I will use KID for this, or my own mod since I have that installed and it scans all clothing on an NPC anyway.

Posted
9 hours ago, PippinTom said:

No clue as to why appropriate keyword has not been added to SexLab plugin itself the same way "NoStrip" has been, but that's irrelevant now

 

If I remember correctly, AlwaysStrip didn't get support until later. When it was added, there was less of a need to add a SexLabAlwaysStrip officially to the ESM because SKSE had by then added the keyword substring search function. Relying more on the substring search instead of the exact keyword from SexLab.esm means non-SexLab mods, such as armor mods, could safely add NoStrip/AlwaysStrip support by default to their mods without having to make SexLab a requirement.

Posted
27 minutes ago, Ashal said:

non-SexLab mods, such as armor mods, could safely add NoStrip/AlwaysStrip support by default to their mods without having to make SexLab a requirement.

 

I guess the only problem is that since this feature does not seem well advertised, we have so few armors using that keyword, but on the other hand, so many of armor modders are so obliviously indifferent to any logic that they assign armor pieces to first slot that appears to them as "unused" (as in "useless") one, that assuming they would even consider adding keywords of any sort to their creations would be silly.

Posted
3 hours ago, PippinTom said:

 

I guess the only problem is that since this feature does not seem well advertised, we have so few armors using that keyword, but on the other hand, so many of armor modders are so obliviously indifferent to any logic that they assign armor pieces to first slot that appears to them as "unused" (as in "useless") one, that assuming they would even consider adding keywords of any sort to their creations would be silly.

 

That pretty much describes a lot of stuff sexlab can do. There are a ton of features and API additions I've added over the years that could enable many new things mods haven't taken advantage of. 

 

I'm unfortunately terrible at writing good documentation, and overestimated how much developers would poke around in the scripts to see what's available.

 

For example, there has been a built-in version of SLAL for ages now, which allows more fine-tune control over how the animations are set up and uses an easy-to-follow and modify JSON format. Not a single animation mod I'm aware of has used it. Which, again, is likely my fault for never really advertising it, and probably for expecting animators to understand json rather than creating a file generator tool for animations like I originally planned. Plus, I guess SLAL was just already pretty well established at that point, so not many would've made the switch anyway.

 

The "ephemeral animations" registry is another no mod has really used, DD I think uses it somewhat as a sort of secondary animation registry, but it's purpose was supposed to be for mods to be able to create temporary dynamic animation scenes on the fly whenever needed. But again, I never wrote any documentation for it, and apparently, I just expected people to find it in the scripts.

Posted
On 4/18/2025 at 3:55 AM, Ashal said:

 

If I remember correctly, AlwaysStrip didn't get support until later. When it was added, there was less of a need to add a SexLabAlwaysStrip officially to the ESM because SKSE had by then added the keyword substring search function. Relying more on the substring search instead of the exact keyword from SexLab.esm means non-SexLab mods, such as armor mods, could safely add NoStrip/AlwaysStrip support by default to their mods without having to make SexLab a requirement.

So if I understand this correctly: I can create my own keyword in my mod with the word AlwaysStrip and just add it to relevant armor parts?

Posted
2 minutes ago, mrdoodle said:

So if I understand this correctly: I can create my own keyword in my mod with the word AlwaysStrip and just add it to relevant armor parts?

 

Correct.

 

Though honestly, I'd recommend just doing it all through the sexlab MCM, you can have the config page show all the items in your inventory instead of just what you're wearing. Armor parts tagged nostrip/alwaysstrip in the mcm can be easily reconfigured on the fly in-game. While anything with an actual keyword added by your esp will no longer be configurable by the MCM, as the keyword will always overwrite it. 

 

I'd only suggest the esp keyword route if you have a ton of armor mods you want to edit and/or don't care about being able to easily change  them later.

Posted
8 hours ago, Ashal said:

I'd only suggest the esp keyword route if you have a ton of armor mods you want to edit

Or, as in my case, you have an auto loot system and adjusted your carry weight so that you can end up w/ lots of stuff. Then not everything may show up when you click 'show all items'. It's good to know that I can add a keyword for items that aren't showing up - for whatever reason they don't show up. Thanks, @Ashal :)

Posted

Question for anyone who might know the answer:

 

Would it be possible to make the moans in Sexlab Framework (and Sexlab Extra Voices and so on) use .fuz files instead of .wav files? I mean, shouldn't using .fuz be more immersive as it would allow lip synchronization and therefore the use of actual speech, as in "yes, do me" or "please, stop" in a non-immersive-breaking way?

Posted

Hi, everyone! Returning player after a few years away. I'm assuming it was addressed, but I see SL needs both FNIS and a skeleton that uses Project New Reign which specifically states having an issue with FNIS. How bad is this incompatibility and where might I find a workaround if needed? Or is there a "F-ing Manual" that I need to see like AAF for Fallout? :P

Posted
1 hour ago, Avariel347 said:

Hi, everyone! Returning player after a few years away. I'm assuming it was addressed, but I see SL needs both FNIS and a skeleton that uses Project New Reign which specifically states having an issue with FNIS. How bad is this incompatibility and where might I find a workaround if needed? Or is there a "F-ing Manual" that I need to see like AAF for Fallout? :P

Dunno your "source" for this, but I know nothing about a new reign and my game runs fine with FNIS.

Posted

Yes Nemesis. The skeleton lists it as a necessity. But when you look at the mod itself it professes incompatibility with FNIS, but I didn't know if it was game breaking or not. I'll try it without and see.

 

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