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


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Posted
10 minutes ago, Pinute said:

That 0.00 in skeleton normally means that the test script didn't find an XPMSE skeleton in the Data folder. That's usually caused by the skeleton either being missing or being overwritten by another mod. If you're using NMM try reinstalling XPMSE. If you're using Mod Organizer try moving the XP32 Skeleton mod (I forget the exact name, but it's the XPMSE install folder) in the left pane to the bottom. 

Someone else did mention moving the XPMSE but I thought they meant in the right side of MO2, I see now that on the side some of the mods were coloured red and moving XMPSE to the bottom made them green. Such a simple fix, thank you both for that. Still no luck with the animations though but thanks! I'll keep trying.

Posted
39 minutes ago, slydfox said:

Someone else did mention moving the XPMSE but I thought they meant in the right side of MO2, I see now that on the side some of the mods were coloured red and moving XMPSE to the bottom made them green. Such a simple fix, thank you both for that. Still no luck with the animations though but thanks! I'll keep trying.

Post the TEXT from your FNIS run, you are missing some issue there which is why the animations are not playing.

Posted
1 hour ago, slydfox said:

Someone else did mention moving the XPMSE but I thought they meant in the right side of MO2, I see now that on the side some of the mods were coloured red and moving XMPSE to the bottom made them green. Such a simple fix, thank you both for that. Still no luck with the animations though but thanks! I'll keep trying.

That's the power of MO, simple fixes  :)

 

A useful exercise: double click a mod in the left pane that has both a red - and green +. In the window that opens take a look at the conflicts tab. That tab is one of the most useful tools in MO. You can see clearly which mod provides, for example, the mesh and/or texture for an armor or for your skeleton. If you double click the XPMSE folder, you'll be able to see what mod provided the skeleton that needed overriding by XPMSE.

Posted

I just installed this, with dripping when aroused mod, but when I look at the stats in the mod configuration, it doesn't increase. I also followed the instructions when installing

Posted
3 hours ago, Pinute said:

That 0.00 in skeleton normally means that the test script didn't find an XPMSE skeleton in the Data folder. That's usually caused by the skeleton either being missing or being overwritten by another mod.

My OCD forces me to point out that the XP32/Groovtama skeleton mod (and its plugin) for SSE is named XPMSSE, not "XPMSE" as everyone discussing this issue including the OP is stating. This leads me to wonder if the OP has installed XPMSE - the Oldrim XP32/Groovtama Skeleton - into an SSE installation by mistake. It would explain all the failures s/he is experiencing. :classic_rolleyes:

Posted
6 minutes ago, Vyxenne said:

My OCD forces me to point out that the XP32/Groovtama skeleton mod (and its plugin) for SSE is named XPMSSE, not "XPMSE" as everyone discussing this issue including the OP is stating. This leads me to wonder if the OP has installed XPMSE - the Oldrim XP32/Groovtama Skeleton - into an SSE installation by mistake. It would explain all the failures s/he is experiencing. :classic_rolleyes:

They could be talking about the plugin name: <=4.20 it was XPMSSE.esp but since 4.30 it's now XPMSE.esp.

Posted
28 minutes ago, tasairis said:

They could be talking about the plugin name: <=4.20 it was XPMSSE.esp but since 4.30 it's now XPMSE.esp.

Nah, I was simply wrong. In fact, I haven't installed 4.30+ so I don't even have that excuse ;)

37 minutes ago, Vyxenne said:

My OCD forces me to point out that the XP32/Groovtama skeleton mod (and its plugin) for SSE is named XPMSSE, not "XPMSE" as everyone discussing this issue including the OP is stating. This leads me to wonder if the OP has installed XPMSE - the Oldrim XP32/Groovtama Skeleton - into an SSE installation by mistake. It would explain all the failures s/he is experiencing. :classic_rolleyes:

That is a very good point, and proof that OCD is a plus in this game. When a shortcut I took turns around to bite me two months later I really really wish I had at least a touch of it. 

Posted
33 minutes ago, tasairis said:

They could be talking about the plugin name: <=4.20 it was XPMSSE.esp but since 4.30 it's now XPMSE.esp.

I didn't know that- I'm still playing SSE 1.5.23/SKSE64 2.0.6/XPMSSE 4.20 because I can't bring myself to update a perfectly-running game just to add CC/Console "features" I will never use. Thank you for letting me know that the plugin name changed in 4.31. Interestingly, despite the reverted plugin name, the SSE skeleton mod itself is still called XPMSSE.

Spoiler

XPMSSE-PageHeader.thumb.png.5e01d2d53967f4604d9676de8d43c001.png

 

Posted

I've a question related to SOS. Does Sexlab SE still have the working functionality to set your gender for animations, to facilitate playing something like a futa or shemale char?

Posted
7 hours ago, Vyxenne said:

My OCD forces me to point out that the XP32/Groovtama skeleton mod (and its plugin) for SSE is named XPMSSE, not "XPMSE" as everyone discussing this issue including the OP is stating. This leads me to wonder if the OP has installed XPMSE - the Oldrim XP32/Groovtama Skeleton - into an SSE installation by mistake. It would explain all the failures s/he is experiencing. :classic_rolleyes:

I am using XPMSSE aka xp32, like I said before I posted I double and triple checked everything to make sure I was following all instructions I could find before posting here as I really hate asking for help when it's probably a simple issue to fix, though I do appreciate whatever help anyone can give me :)I have obviously just missed something in translation.

 

 

9 hours ago, WaxenFigure said:

Post the TEXT from your FNIS run, you are missing some issue there which is why the animations are not playing.

Forgive my ignorance, how do I post the text? I did post an image of my FNIS earlier and it says its finding all the animations fine. Which file specifically is the one I need?

 

I feel really stupid because I've never had this issue before, I figured everything out with Oldrim myself and I'm just a little frustrated because everyone else seems to have theirs working just fine lol. Never used adult mods for SSE before though so I guess it'll take some getting used to :)

Posted
3 hours ago, slydfox said:

Forgive my ignorance, how do I post the text? I did post an image of my FNIS earlier and it says its finding all the animations fine. Which file specifically is the one I need?

The image you posted has the top portion of the text missing - (see the scroll bar on the right side of the FNIS window.) To get all of it: run generate FNIS for users again, when it finishes highlight all of the text, making sure to scroll the window up to the top to get everything, then just copy/paste it into a post here in the topic.

Posted
11 minutes ago, rb888 said:

Ya it could be reading bug in sexlab info

 

No, it is a feature that does not work in first person view, Same for the LE version....

In 1st person you get:

489830_20180615095149_1.png

 

In 3rd. person you get:

489830_20180615095216_1.png

Posted
12 hours ago, Shaeris said:

I've a question related to SOS. Does Sexlab SE still have the working functionality to set your gender for animations, to facilitate playing something like a futa or shemale char?

It's one of the options on the left column in the main config menu for SexLab, "Treat as Gender"

 

It's entirely a SexLab distinction for animation selection, so no reason to expect the SE version would be different seeing as it's the exact same code base with a few minor tweaks.

 

1 hour ago, rb888 said:

OK I'm from USA But I get what you mean on screen hehe

It depends on checking an FNIS variable. Which due to how those work with the game engine, doesn't work while you are in 1st person. Thus switching to 3rd person fixes it. I assume this is because the variables are stored on the "player character" model, which doesn't actually exist/is hidden while in 1st person mod. 

 

Now that you've made me think of it though, I've come up with some ideas on how to improve this check to avoid false checks in the future, so written myself a note to fix/improve this for the final release.

Posted
12 hours ago, slydfox said:

Forgive my ignorance, how do I post the text? I did post an image of my FNIS earlier and it says its finding all the animations fine. Which file specifically is the one I need?

 

I feel really stupid because I've never had this issue before, I figured everything out with Oldrim myself and I'm just a little frustrated because everyone else seems to have theirs working just fine lol. Never used adult mods for SSE before though so I guess it'll take some getting used to :)

Scroll to the top of the dialog box, then click at the beginning text and drag to select all the text in the box (you'll have to move the mouse below the box a bit to get it to scroll and select to the bottom.  Then you can copy that text (Ctrl-C or right-click and copy) and paste it here.

 

 

Posted

Is there any plan to compile this for Skyrim VR?

I am not sure if you have hooked anything yourself which would complicate things.

Is the source code available?

Posted
7 minutes ago, lanarr said:

Is there any plan to compile this for Skyrim VR?

I am not sure if you have hooked anything yourself which would complicate things.

Is the source code available?

Is there a SkyUI for VR already?

Posted
14 minutes ago, Pfiffy said:

Is there a SkyUI for VR already?

No, but SkyUI's MCM works if you only use that SWF (extracted from BSA) and remove the others.
It also breaks saving through the UI and removes the VR options menu. Saving with console or one of the voice activation mods still works.

Posted
3 minutes ago, lanarr said:

No, but SkyUI's MCM works if you only use that SWF (extracted from BSA) and remove the others.
It also breaks saving through the UI and removes the VR options menu. Saving with console or one of the voice activation mods still works.

It doesnt make sense to port it if there is no SkyUI to control it. I guess the that papyrus util could be recompiled against SKSE VR. But making it really funktional at this time would be more than improvised. 

Posted
2 minutes ago, Pfiffy said:

It doesnt make sense to port it if there is no SkyUI to control it. I guess the that papyrus util could be recompiled against SKSE VR. But making it really funktional at this time would be more than improvised. 

The MCM works fine with that workaround. Other parts of SkyUI aren't needed.

Posted
6 minutes ago, lanarr said:

The MCM works fine with that workaround. Other parts of SkyUI aren't needed.

Well, If you say so.... The question will be if ashal could make papyrusutil fitting to VR... From my egoistic point of view I would prefere him to complete SL for SE first...

Posted
55 minutes ago, Pfiffy said:

Is there a SkyUI for VR already?

This has nothing to do with porting the mod. Right now the mod is "locked" because of the DLL that nobody but Ashal can port. 

Once this is done the community can start solving the MCM issue. Except for the initial install there is nothing that prevents using SL with it's default settings. 

Changes to the settings can be done in other ways. We can figure it out once the step that is not available for us has been taken.

 

Of course Ashal can decide that he doesn't want to deal with this and he will not port it. It would be appreciated however if he does let us know what he intents to do. 

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