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


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2 hours ago, Vyxenne said:

CPU has published and maintains a pretty comprehensive list of SexLab-related Oldrim mods that either work or have been successfully converted.

I checked out that thread, and it redirected me to a more up to date one made by tasairis.

 

Thanks for helping me find it though. I just got SE and I'm so glad Defeat has been ported. Just recently I read the whole defeat page on Oldrim and I realized how many features I was not using like the knock out.

 

 

 

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18 hours ago, samplAo said:

Will there be a version for LE? Could you consider the release of the alpha version for LE? For example, only patron. 

If you mean an LE version of 1.63 too, that will happen when the SE version is finalized.

 

11 hours ago, haeriyoko said:

Hey mate care to give me a little tutorial about how to switch? I'am currently using Sexlab Light SE 

Don't think of it as switching. Think of it as two different mods that don't work together. So uninstall SL Light, make a clean save, and install SL. If you have SL Light-based mods then you have to uninstall them at the same time, then install the regular versions.

 

7 hours ago, Ferrendor said:

I was considering upgrading to SE because my family sharing messed up and I can no longer play Skyrim. The one thing preventing me from doing so was the lack of this wonderful mod. I have some questions before I change, do Sexlab addons (such as Defeat, Solutions, and Adventures) still mostly work with the new SE framework, or will those mods have to be ported to this framework before it functions? This is important for me to know because obviously this mod is a framework and will not do much without external mods.

Mods for SL 1.62 are compatible with the SL 1.63 beta. The main problem is that many mods for Skyrim LE are not compatible with Skyrim SE.

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I was looking at Sexlab in SSEEDIT and I'm wondering if customizing preferences might be as simple as just overriding the SexLabGenderFaction record.  There is an entry that looks like this:

 

Ranks

Rank

RNAM - Rank# 0

MNAM - Male Title Treat Male as Male

FNAM - Female Title Treat Female As Male

Rank

RNAM - Rank# 1

MNAM - Male Title Treat Male as Female

FNAM - Female Title Treat Female as Female

 

If I want a game where all males are straight and all females are randomly assigned, would changing the above entries to this do it?

 

Ranks

Rank

RNAM - Rank# 0

MNAM - Male Title Treat Male as Male

FNAM - Female Title Treat Female As Male

Rank

RNAM - Rank# 1

MNAM - Male Title Treat Male as Male

FNAM - Female Title Treat Female as Female

 

If that works it would be easy to make additional tweaks that would make all males or all females either straight or gay (no idea how you would make them bi using this method though).

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1 hour ago, YuliaS11 said:

Is there a fix for face freeze after Sexlab Animation yet?

All have worked for me at various times.

 

There was also a thread somewhere about 5 years ago that said doing any cunnilingus animation cleared it as well, but since the current animation toggles haven't ever worked AFAIK, I've never had good enough control over which animation SL was going to play at any given time for that to be a usable option.

 

In a perfect world, SL would pop up an animation selection grid or dialog for each scene- if not by individual animation, then by type, e.g. "Missionary" or "69" or "Muff Dive" etc. Part of the problem is that many of the tags on various animations don't seem to be especially accurate or appropriate, but SL uses those tags to determine what animations are compatible with the parameters sent by the calling mod- so garbage in, garbage out.

 

 

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Run into a bit of an issue with SLEN:

It ctd on masturbate commande after the remove clothes animations and with this tidbit in the log (if it does anything to help)

[08/16/2018 - 04:25:09AM] ERROR: Method HookAnimationPrepare not found on sslthreadcontroller. Aborting call and returning None
stack:
	[SexLabThread00 (10061EEF)].sslthreadcontroller.FireAction() - "sslThreadController.psc" Line 37
	[SexLabThread00 (10061EEF)].sslthreadcontroller.Action() - "sslThreadModel.psc" Line 1164
	[SexLabThread00 (10061EEF)].sslthreadcontroller.StartThread() - "sslThreadModel.psc" Line ?
	[SexLabQuestFramework (10000D62)].sexlabframework.StartSex() - "SexLabFramework.psc" Line 3022
	<unknown self>.slenutility.MakeSoloSex() - "slenutility.psc" Line 90
	[Active effect 17 on  (00000014)].SLENMasturbateMgefScript.OnEffectStart() - "slenmasturbatemgefscript.psc" Line 6

 

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I wish there was a hotkey to mark whatever the currently playing animation is to be deregistered after it finishes playing.  There are quite a few animations that I've seen and don't especially like but I have no  idea what they're called so it's hard to disable them without disabling everything else that sounds remotely similar.  Sometimes the name makes it pretty obvious that I won't like it and I can deregister it when I'm doing the initial setup for my game but there's a lot of them that I really have no idea what they do based on the name.  I guess I need to watch more porn :)

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6 hours ago, LeFlemard said:

Run into a bit of an issue with SLEN:

It ctd on masturbate commande after the remove clothes animations and with this tidbit in the log (if it does anything to help)


[08/16/2018 - 04:25:09AM] ERROR: Method HookAnimationPrepare not found on sslthreadcontroller. Aborting call and returning None
stack:
	[SexLabThread00 (10061EEF)].sslthreadcontroller.FireAction() - "sslThreadController.psc" Line 37
	[SexLabThread00 (10061EEF)].sslthreadcontroller.Action() - "sslThreadModel.psc" Line 1164
	[SexLabThread00 (10061EEF)].sslthreadcontroller.StartThread() - "sslThreadModel.psc" Line ?
	[SexLabQuestFramework (10000D62)].sexlabframework.StartSex() - "SexLabFramework.psc" Line 3022
	<unknown self>.slenutility.MakeSoloSex() - "slenutility.psc" Line 90
	[Active effect 17 on  (00000014)].SLENMasturbateMgefScript.OnEffectStart() - "slenmasturbatemgefscript.psc" Line 6

 

Sounds like you have a mod that's overwriting SexLab script files. Specifically sslThreadModel, but likely others too.

 

That's not good.

 

1 hour ago, khumak said:

I wish there was a hotkey to mark whatever the currently playing animation is to be deregistered after it finishes playing.  There are quite a few animations that I've seen and don't especially like but I have no  idea what they're called so it's hard to disable them without disabling everything else that sounds remotely similar.  Sometimes the name makes it pretty obvious that I won't like it and I can deregister it when I'm doing the initial setup for my game but there's a lot of them that I really have no idea what they do based on the name.  I guess I need to watch more porn :)

If you don't mind going into the MCM, when playing an animation involving the player the SexLab MCM defaults to showing the animation editor page when you first pull it up and you can disable the animation there. I think SexLab Tools offers something to disable them too.

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51 minutes ago, tasairis said:

Sounds like you have a mod that's overwriting SexLab script files. Specifically sslThreadModel, but likely others too.

 

That's not good.

 

If you don't mind going into the MCM, when playing an animation involving the player the SexLab MCM defaults to showing the animation editor page when you first pull it up and you can disable the animation there. I think SexLab Tools offers something to disable them too.

I only have Sexlab Separate Orgasm overwriting that file (and I don't see any other sexlab files being overwritten), gonna test without slso uninstalled to see...

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3 hours ago, khumak said:

There are quite a few animations that I've seen and don't especially like but I have no  idea what they're called so it's hard to disable them without disabling everything else that sounds remotely similar.

Turn on Debug in SL. Then you will see each and every animation name (and so excruciatingly much more) in the console- you can just hit the tilde ~ key in mid-fuck to see the name of the currently-playing animation. With some UI configurations (I'm running A Matter of Time, SkyHUD and iHUD, all of which modify my UI), the name of the animation will be momentarily displayed in the upper-left corner of your screen (the "notification area") with no need for you to open the console.

 

Also, be aware that merely un-ticking an animation in the SL MCM does not disable it :classic_angry: - it will continue to play whenever it wants to and to hell with your preferences. :classic_wacko: You have to hit the option to "remove disabled animations" (or similar- I'm not in-game) to actually do what un-ticking them should do- stop that animation from ever playing again.

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1 hour ago, Vyxenne said:

Turn on Debug in SL. Then you will see each and every animation name (and so excruciatingly much more) in the console- you can just hit the tilde ~ key in mid-fuck to see the name of the currently-playing animation. With some UI configurations (I'm running A Matter of Time, SkyHUD and iHUD, all of which modify my UI), the name of the animation will be momentarily displayed in the upper-left corner of your screen (the "notification area") with no need for you to open the console.

 

Also, be aware that merely un-ticking an animation in the SL MCM does not disable it :classic_angry: - it will continue to play whenever it wants to and to hell with your preferences. :classic_wacko: You have to hit the option to "remove disabled animations" (or similar- I'm not in-game) to actually do what un-ticking them should do- stop that animation from ever playing again.

Oh nice, I didn't know debug did that.  Will have to try it.  Yeah I know about the deregister function in SLAL, I forget what it's called as well but I've used it after I disable the ones I know I don't want.

 

Edit:  Just tried and that works great.  I use those same hud mods as well.  I had never even used the debug options for Sexlab other than when I first installed sexlab, just to make sure it works.  I tend to try to keep my spell/ability menu as clear as possible from debug/setup type spells.  Will definitely leave it active now though, at least until I find all of the animations I actually like.

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18 hours ago, LeFlemard said:

I only have Sexlab Separate Orgasm overwriting that file (and I don't see any other sexlab files being overwritten), gonna test without slso uninstalled to see...

No, not sslThreadController. I'm talking about sslThreadModel.

 

While I'm here, do make sure you got the SE version of SLSO.

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I have a minor bug to report. Sometimes, when an animation set is playing in SexLab, the timers set by the MCM for this stage don't seem to be applied, meaning that the stage can drag on for no certain amount of time. It's not a big problem since the advance stage hotkey works fine, but I just thought I'd mention it.

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On 1/12/2018 at 5:23 PM, Ashal said:

Beta build is for Skyrim Special Edition only

 


 

More details on the version/beta coming later when I have more time. For now, I just want to get the beta out there for testing. So here it is.

 

Non-SE users will likely have to wait until release for 1.63. I have no plans right now to release a non-SE version of the beta.


 

Requirements: 

Changes since 1.62:

  • Added a caching system to animation searches
  • Increased animation slots to 750, decreased voice/expression slots to 375.
  • A new scaling fix that finally solves the issue with some actors/creatures randomly changing sizes when animating (enabled by default)
  • (partially implemented) a new hook system for developers that don't work on events, allowing them to fully complete their hook function before the thread continues. Solves some sync issues with more complicated or timing sensitive hooks.
  • Some other stuff I'm surely forgetting because it's been a long time.

 

Beta 2 Hotfix:

  • Updated SexLabUtil.dll and PapyrusUtil.dll to the new version of SKSE  (2.0.7)
  • Removed references to Oldrim scripts (NiOverride and MfgConsoleFunc) to fix compile issues
  • Some minor tweaks here and there

 

Known Issues:

  • Animations take longer to start than normal right now.

 

Other Notes:

  • Animation packs from non-SE version have to have their animations converted to 64 bit in order to work. This can be easily automated and done quickly by the pack developers.
  • All existing basic mods should work as is as far as I know. As long as they don't require any other SKSE plugins that haven't yet been converted. This means Devious Devices and its mods won't work until DD gets its SKSE plugin updated.
  • I haven't fully tested a lot of the plugin in SE beyond making sure basic functionality works. So submitting bug reports are critical here.

 

Download:

 

 

I see so many of these type things, but they NEVER say how to use them. even a SINGLE HOTKEY or Console Command, Why are they never posted with any INFO??? HOW COULD SOMEONE GUESS WHAT TO DO?

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2 hours ago, NextWorldVR said:

 

 

I see so many of these type things, but they NEVER say how to use them. even a SINGLE HOTKEY or Console Command, Why are they never posted with any INFO??? HOW COULD SOMEONE GUESS WHAT TO DO?

SOMEONE could open the MCM and look at the hotkey controls section?

SOMEONE could read a bit of the thread to discover references to Matchmaker and other companion mods?

Orrrrrr... SOMEONE could post a wall-of-text copy of the first page of the mod (without spoiler tags so as to create the maximum annoyance to others) followed by a petulant plea for other people to do SOMEONE's homework for them...

 

Based on SOMEONE's reaction here I'm wondering if SOMEONE lied about their age to gain access to the mod- are you old enough to even be here?

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Hi guys.  I was hoping someone can help me because I don't know what else to do.   My strapon is not visible and I don't know why.   It was working perfectly and now I can't see it.  If I put it in my character's inventory and equip it, it sounds as if I equipped something but I don't see anything.  It is neither visible when my female is dominant, nor when the NPCs are.

 

Help me kind soul in the loverslab forum, you are my only hope.

 

Edit:  If I install other strap-ons I see them, but I cannot see the default calyps.  However, I would very much like to make it work because I love the double dildo, and it can be made to work with SoS.  Thanks in advance for the help.

 

FINAL EDIT:  I figured out the problem.  I had activated the SoS double dildo, and only its meshes would work with it (not the vanilla strapon that comes with sexlab)  The problem is that I forgot to run the strapon meshes through Nif optimizer to convert them to SE.  I have now a visible, schlongified strapon.

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