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


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Posted (edited)

Sorry if this has been covered, I tried searching the thread and couldn't find an answer. Is there a way to set a universal offset for all animations? I'm using a custom race and every animation is misaligned vertically by the exact same amount. It seems like something that should be very easy but I don't see an option for it and it is getting really annoying hitting ; exactly 11 times for every new animation that runs.

 

I know I can edit the animation profile json as well which I thought would be a bit faster than just attriting them in-game, but the profiles only seem to populate with animations which have ben modified so that doesn't help me.

Edited by someperson1423
Posted

What is the exact purpose of the 'sexlabforbid' keyword. Can I add it to individual npc's so they do not take part in any sexlab scene, regardless of whatever mod is looking to start a scene (defeat, slen, etc.)

I don't want to break anything. If not the keyword, is there something else I can do to achieve the same result?

Thanks.

Posted
6 minutes ago, Seeker999 said:

What is the exact purpose of the 'sexlabforbid' keyword. Can I add it to individual npc's so they do not take part in any sexlab scene, regardless of whatever mod is looking to start a scene (defeat, slen, etc.)

I don't want to break anything. If not the keyword, is there something else I can do to achieve the same result?

Thanks.

 

It is used in function isForbidden and according to comment in the source

 

Spoiler

;/* IsForbidden
* * Checks if an actor is currently forbidden from use in SexLab scenes.
* *
* * @param: ActorRef, the actor to check.
* * @return: True if the actor is forbidden from use.
*/;
bool function IsForbidden(Actor ActorRef)
    return ActorLib.IsForbidden(ActorRef)
endFunction

 

it does what you expected.

Posted

I thought, and hoped, that was the case. Thank you for explaining. Maybe now I can let the elytra follow me again w/o them taking part in any sex scenes. Too weird for me. I use a mod that reduces their size to 30%; they're ugly cute at that size but during a sex scene they revert to regular size and it's, well, weird.

Posted
Vor 30 Minuten sagte anonymuos137:

Ich habe alles installiert, was Sexlab kann, benutze Vortex, aber im Spiel kann ich nicht auf Installieren klicken und der Mod funktioniert nicht

-09-27 085048.png

Screenshot_1.png

 

push -> "click here" and close "MCM" and wait some minutes

😉

Posted
1 hour ago, anonymuos137 said:

I installed everything that sexlab can, use vortex, but in the game I can't click install and the mod doesn't work

 

If you don't use LAL while starting new game - you must wait till Helgen escaping part ends (not exactly remember - probably when you enter caves), at which point SL will install itself even if not clicked after some predefined delay.

Posted

Hey folks,

 

I am running the latest Skyrim AE versiin and getting a error with Sexlab.

"Outdated or missing SexLabUtil SKSE plugin detected.

When I starting a scene, the actors gets teleported in the air somewhere on the map.

 

Any idea or fix please?

20251002114938_1.jpg

Posted

Is there a tool to auto-align actors of different scales during scenes without forcing them both to be scaled to 1.0? My character is scaled down to the 0.93 and it looks weird for it to suddenly get taller.

Posted

Well, I tried. I used SPID to add the 'SexlabForbid' keyword to my non-humanoid companions. I opened the console and checked that they were applied correctly. They were. The elytra will still be valid attackers in Naked Dungeons defeat (ugh, creepy) and the Steadfast Dwarven automatons will still take part in Sexy Adventures gangrape. I also have Sexlab Defeat installed, but when I check the console to see which mod initiated the pc defeat sequence, it is usually ND - I'd say 85-95% of the time.

Oddly, it hasn't been vice versa. I haven't noticed either of them in a SLEN situation. That could just be chance, of course.

I'm not having issues with my little dog or my mice - fixed those ages ago.

I've tried looking at the race flags/keywords and setting up conditions like the ones that worked before. I honestly don't know what else to try.

Here are all the steps I've taken and the current conditions/flags as shown in XEdit:

Spoiler

5/9/25 added pet Elytra race conditons so they don't take part in ND events

6/3/25 the pet Elytra change didn't work. So I added the 'Child' flag to ccBGSSSE025_ElytraRace_PET. ***Note: either it got overridden, I didn't save properly, or it didn't work and I removed it w/o documenting that I did so, but it's not showing up. So tried adding it again just now, 10/6/2025. Don't know how long it will be before I know if it works.***

8/7/25    added faction conditions to ND rape quest to hopefully keep those silly cugly bugs from raping me. banditpetfaction, petframework and petfollowerframework factinos - didn't work.

8/17/25    added elytra race as an excluded race to rape and prostitution quests, changed quest race condition to AND instead of OR

8/25/25    added condition to exclude rabbits - 2 conditions because there are 2 rabbit races, though one editor id is 'hare' and the other is 'chicken'. Fine. If that means chickens are excluded then that works for me. Still had bunny sex. Moved the hare race to be above chicken race for rabbit. Finally just had to disable the hare animations in sexlab. Hope that doesn't break anything.

9/22/25 - added SexlabForbid keyword to the 2 elytra. Per comment in the sexlab support thread this should prevent them from having sex w/ me
9/24/25 - created SPID file to add keyword 'SexlabForbid' to pet followers. Keywords got added, but Steadfast Dwarven Sphere and Spider still gang-raped me in Sexy Adventures. Blocked their arousal in SLA and changed settings in Sexy Adventures for minimum arousal from 1 to 5. Elytra still took part in Defeat sex, Naked Dungeons, I believe. 
10/1/25 - added sexlabforbid keyword = 0 condition ndun_rapequest. Also changed one condition from and to or.
    The automatons still gang raped me. 
10/2/25 - moved sexlabforbid keyword = 0 condition ndun_rapequest up in list of conditions

 

statusinXEditasof10-06-20251025am.jpg.d78a1b8353b27e8fef2cbd5c990e1fda.jpg

 

10/6/25, as per ****note above am retrying child flag to elytra pet race. Don't know when I'll know when it works or not.

 

If anybody has suggestions on what else I can try/look at, I'd appreciate it. Thanks.

Posted

So. I installed the mod along with its pre-requisites and when i go into the MCM the pre-reqs are greyed out on the left and clicking install and exiting the MCM does nothing. Gave it a good 20 minutes sitting their doing nothing and didn't get any pops in the top left, checked MCM and SL was still in the same state. This is not my first time using it, just first time on SSE. Any tips?

Posted

Dunno if people have asked- But if I wanted to use OStim mostly for HumanXHuman stuff, but specifically have SexLab for Creature Sex, can I do this? cleanly atleast- if not cleanly, what are some downsides if I wanted todo this?

  • 2 weeks later...
Posted

I have a problem where my female character uses the male position in a FM animation with a male NPC. It doesnt happened every time though. Is there a way to fix that?

Posted (edited)

got this error when building my mod list on a fresh AE install, anyone know what to do to solve it, i tried reinstalling sexlab but it has persisted. cheers

i also tried adding the folder manualy and that didnt work either

Screenshot 2025-10-25 190447.png

 

never mind, just realized its a P+ issue, not base SL. 🥲

Edited by Celestia 666
Posted
23 hours ago, LateOne said:

I have a problem where my female character uses the male position in a FM animation with a male NPC. It doesnt happened every time though. Is there a way to fix that?

It depends on how you activate the animation . If you use triggers like SLEN , the animation will run based on your choice.

 

Example: if in the dialogue you say "I want you to ride me", the woman will play the man's part.

 

If you use any other activation way, it depends on how the animation is set, or, on the animation you choose. 

When the animation starts, press the "H" key to see which animation is running. Inspect the animation using MCM Sexlab. It is recommended that you never reverse the pre-selected positions of the actors.

Posted

Hey folks!

 

I'm having the infamous "Teleport to giant camp" (Or into the void if indoors) bug, and I'm trying to troubleshoot it. 

 

My understanding is that the reason it happens is that sexlab can't identify the location of the animation, and thus picks the center of your currently loaded area (The giant camp being the center of the outdoors). With that in mind, where does that location information come from? I would assume the animation pack? 

 

Thanks!

Posted
On 10/2/2025 at 6:54 AM, bloody_revan said:

Hey folks,

 

I am running the latest Skyrim AE versiin and getting a error with Sexlab.

"Outdated or missing SexLabUtil SKSE plugin detected.

When I starting a scene, the actors gets teleported in the air somewhere on the map.

 

Any idea or fix please?

20251002114938_1.jpg

Were you able to solve it?

Posted

I'm also on the latest version 1170 and everything works fine. It's almost certain you're using the wrong version of Sexlab or something outdated that overwrites Sexlab. Remember to update all skse and dll mods.

 

 

Posted
On 10/26/2025 at 5:52 PM, Sornas said:

Hey folks!

 

I'm having the infamous "Teleport to giant camp" (Or into the void if indoors) bug, and I'm trying to troubleshoot it. 

 

My understanding is that the reason it happens is that sexlab can't identify the location of the animation, and thus picks the center of your currently loaded area (The giant camp being the center of the outdoors). With that in mind, where does that location information come from? I would assume the animation pack? 

 

Thanks!

 

For future folks searching this up, I figured out the problem:

 

I had assumed that I was on AE because my steam install was showing version 1.6.1170, but the Wabbajack that I had started with had it's *own* game root that was SE instead. 

 

So, if you're encountering this issue and used a wabbajack, check your wabbajack install folder for it's own Game Root folder, and check the version of the skyrim.exe in *there* rather than your base install. 

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