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


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Posted
7 minutes ago, Hyen<A> said:

Bethesda is being a douchebag right now. Always updating the game to screw with us.

Their priority is making sure Creation Club works out (ie, is profitable). If that requires updating the game to support engine features that they aren't describing to anyone then that's what they will do.

The modding community has clearly demonstrated over the last seven years that it's willing and able to adapt to updates.

Posted
32 minutes ago, tasairis said:

Their priority is making sure Creation Club works out (ie, is profitable). If that requires updating the game to support engine features that they aren't describing to anyone then that's what they will do.

The modding community has clearly demonstrated over the last seven years that it's willing and able to adapt to updates.

When the mean time to update mods is greater than Bethesda's mean time between updates - we will have a problem.

Bethesda seems to be zeroing in on weekly updates as a goal.

Posted
1 hour ago, tasairis said:

The modding community has clearly demonstrated over the last seven years that it's willing and able to adapt to updates.

Occasional updates, yes. However, Bethesda has recently unleashed a veritable onslaught of game file updates, at an unprecedented rate far surpassing anything in the 6 years prior to CC.

 

40 minutes ago, fred200 said:

When the mean time to update mods is greater than Bethesda's mean time between updates - we will have a problem.

Bethesda seems to be zeroing in on weekly updates as a goal.

What's worse is: right after the 1.5.16 update, Bethesda promised to stop screwing with the game files and just update a separate set of CC files.

 

Since then they have updated the game files for 1.5.23, 1.5.39, 1.5.50 and 1.5.53. In other words their pants are on fire and they obviously give less than a shit about their PC player base, preferring to kill the goose that has been laying the golden eggs, keeping Skyrim viable and attracting new players long past its "sell by" date.

 

One could almost imagine that they were doing it intentionally to kill off free mods, at least the complex ones that rely on SKSE64... :classic_ohmy:

Posted

If you don't mind impositions!  :

 

I'm trying to discover methods in sexlab to support animations with greater than one creature race in them. A thread I created asking about this are here:

 

 

 

Basically, it seems two things are needed:

 

1) A method for determining which animations have what creature races in, including animations with >= 2 creature races

2) A method of knowing which actor positions in the animations are for which creature race

 

To accomplish  " 2) ", I think it is pretty easy.

In sslBaseAnimation   add this:

string[] RaceTypes
String[] function getPositionRaceKeys()
      return RaceTypes
endfunction

    or a function in  SexLabFramework  that returns this string array. It seems that the racekey string is kept in this array for each position, but there is currently no way to get at it.
 

 

 

   To accomplish " 1) " is more difficult. Currently, the animation object only saves one racekey for that animation,  either set explicitly, or as the racekey for the last creature position added. The animations would instead need to save the racekey for every creature position and the Creature Animation functions that filter by it would need to accept multiple racekey strings to search for.

   This could get sort of complicated if one would want to also search by creature gender, or in actor position order, but that can also be done by mod authors themselves for now. Ideally, there would be a method to search for am "ordered" string of racekeys,  where the filter result would be animations for which the creature actors were in that exact order of racekey.

 

   A "hacky" way to do this could also be to use the tagging system as I was attempting to do.. the animations could be tagged with the racekey of the creatures, which could then be filtered for using the already existing tag functions. This could be done by an outside quest script, without animation packs needing to add it beforehand, if that position racekey data from 1) were added, since then that required data would be available. The mod could just add tags to all the creature animations after the animation slot registrations are done.

 

 

   I could also try just doing all this myself if you don't have time and wouldn't mind, heh.

 

 

 

   Another unrelated note, it seems that several creatures don't return from animations correctly. I think it's just that they have a unique animation event to return to default state that isn't currently called. To fix this is below.

   I don't know for sure if this has other consequences, but a search through the FNIS templates shows that only 3 creatures have this event. Adding this does indeed fix the 2 / 3 that actually have animations, the 3rd doesn't have any anims, so can't test.

 

In sslActorAlias:

    if IsCreature
        ; Reset creature idle
        Debug.SendAnimationEvent(ActorRef, "Reset")
        Debug.SendAnimationEvent(ActorRef, "ReturnToDefault")
        Debug.SendAnimationEvent(ActorRef, "FNISDefault")
        Debug.SendAnimationEvent(ActorRef, "IdleReturnToDefault")
        Debug.SendAnimationEvent(ActorRef, "ForceFurnExit")
        Debug.SendAnimationEvent(ActorRef, "ReturnDefaultState")   <----- Need to add this
        if ResetAnim != "IdleForceDefaultState" && ResetAnim != ""
            ActorRef.Moveto(ActorRef)
            ActorRef.PushActorAway(ActorRef, 0.75)
        endIf
    else

 

 

Posted
1 hour ago, fred200 said:

When the mean time to update mods is greater than Bethesda's mean time between updates - we will have a problem.

Bethesda seems to be zeroing in on weekly updates as a goal.

If Bethesda were working to fix bugs then the updates would make sense, not what they are doing though.  Not a SINGLE known bug seems to be getting fixed.

Posted
1 hour ago, Vyxenne said:

One could almost imagine that they were doing it intentionally to kill off free mods, at least the complex ones that rely on SKSE64... :classic_ohmy:


What I've witnessed so far led me to firmly believe exactly that. I refuse to believe they're incapable of making a CC delivery system which doesn't screw with the general modding community.

Posted

hi all im having an issue with sexlabutil.dll. in the game there is a popup saying that it is either out of date or installed incorrectly, but sexlab is the most recent one and i have made sure to the best of my abilities to make sure it was installed correctly. i have the beta 3 installed and the beta 2 to beta 3 patch both as i was one of the ones that was upgrading

Posted
1 minute ago, macgyverjosh said:

hi all im having an issue with sexlabutil.dll. in the game there is a popup saying that it is either out of date or installed incorrectly, but sexlab is the most recent one and i have made sure to the best of my abilities to make sure it was installed correctly. i have the beta 3 installed and the beta 2 to beta 3 patch both as i was one of the ones that was upgrading

Wait for Sexlab to be updated - or roll back to the previous executable. We seem to be saying this about twice a day now.

Posted

Hi Paul Green. I saw your post regarding having more than one race of creature involved in an animation.

 

I have noticed before i think while in Solsthiem ( Dragonborn DLC) that with Rieklings and Boars they both can be in same animation. I cant exactly now remember which animator made anims that had that. 

 

Is that the kind of thing you mean? Like for example a spider and a troll in same animation with player , both in their respective roles and positions etc? it does sound complicated. I was also trying to think of situations where different species might be in same animation that would instantly go aggro and kill each other hehe. Like having a sabercat and a goat in an anim with player would end up in a disaster! :)

Posted
5 hours ago, sophiextime said:

I have noticed before i think while in Solsthiem ( Dragonborn DLC) that with Rieklings and Boars they both can be in same animation. I cant exactly now remember which animator made anims that had that. 

 

Is that the kind of thing you mean? Like for example a spider and a troll in same animation with player , both in their respective roles and positions etc? it does sound complicated. I was also trying to think of situations where different species might be in same animation that would instantly go aggro and kill each other hehe. Like having a sabercat and a goat in an anim with player would end up in a disaster! :)

the Riekling on a Boar is actually one creature, it has a "double skeleton", and the rider is "still there" even on a boar without a Riekling mesh.

 

anubis once tried to make a "Falmer & Chaurus on Player" animation but it failed to work because of the "2 race limit" that SexLab has going on right now.

i myself would like to see (or make) a "Wolf & Werewolf on Player" animation, but at this time such animations can only be used for a load screen.

Posted
13 hours ago, dudet_dude said:


What I've witnessed so far led me to firmly believe exactly that. I refuse to believe they're incapable of making a CC delivery system which doesn't screw with the general modding community.

It may be true, but I believe that they simply do not care, as they do not have to. The SKSE is on the legal edge of things anyway. And they cannot ever support it, so inventing new distribution system just to keep SKSE intact will never happen.

Posted
1 minute ago, J.O.D. said:

It may be true, but I believe that they simply do not care, as they do not have to. The SKSE is on the legal edge of things anyway. And they cannot ever support it, so inventing new distribution system just to keep SKSE intact will never happen.

And yet, they promised to do exactly that after 1.5.16 broke everybody's games. Again.

Posted

So I'm really new to modding and have had some trouble setting up mods and such for the past month now. I've finally figured things out and have properly downloaded everything, there are no error messages in my fnis and no tposes or anything like that. The only problem I receive is when I attempt to use Zaz animation or defeat mod the animations do not load. The npc gets tied up and undressed and such however no animations follow after that. I've looked on countless forums and pages and cannot find an answer anywhere. Besides from that the only other problem I get is when I log on Skyui tells me "Papyrus ini is invalid and will stop working sometime." I'm very confused and could use some help.

 

Here is the FNIS file

FNIS Behavior V7.4.5   10/8/2018 9:51:50 PM
Skyrim SE 64bit: 1.5.53.0 - D:\Steam Library\steamapps\common\Skyrim Special Edition\ (Steam)

Skeleton(hkx) female: Default (99 bones)   male: Default (99 bones)

Reading Defeat V5  ( 0 furniture, 2 offset, 3 paired, 1 kill, 0 chair, 0 alternate animations) ...
Reading FNISBase V7.4.5 ...
Reading SexLab V1.63 ...
Reading SexLabAP V1.63 ...
Reading SexLabCreature V1.63 ...
Reading ZaZAnimationPack V8.00  ( 276 furniture, 45 offset, 0 paired, 0 kill, 0 chair, 0 alternate animations) ...
Reading ZaZAnimationPack+ V8.00  ( 14 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 0 alternate animations) ...

All Anim Lists scanned. Generating Behavior Files...
Alternate Animation mods: 0 sets: 0 total groups: 0 added file slots: 0 alternate files: 0

Creature Pack not installed

 2951 animations for 7 mods successfully included (character)

 


 

 

2018-10-08.png

Posted
1 hour ago, all4freeman said:

Still waiting SL Framework update for SKSE 2.0.9 (Skyrim 1.5.53)!! ?

How informative and interesting. Sure glad I am tracking this thread.

Posted
5 hours ago, SummerBurnZ said:

So I'm really new to modding and have had some trouble setting up mods and such for the past month now. I've finally figured things out and have properly downloaded everything, there are no error messages in my fnis and no tposes or anything like that. The only problem I receive is when I attempt to use Zaz animation or defeat mod the animations do not load. The npc gets tied up and undressed and such however no animations follow after that. I've looked on countless forums and pages and cannot find an answer anywhere. Besides from that the only other problem I get is when I log on Skyui tells me "Papyrus ini is invalid and will stop working sometime." I'm very confused and could use some help.

 

Here is the FNIS file

FNIS Behavior V7.4.5   10/8/2018 9:51:50 PM
Skyrim SE 64bit: 1.5.53.0 - D:\Steam Library\steamapps\common\Skyrim Special Edition\ (Steam)

Skeleton(hkx) female: Default (99 bones)   male: Default (99 bones)

Reading Defeat V5  ( 0 furniture, 2 offset, 3 paired, 1 kill, 0 chair, 0 alternate animations) ...
Reading FNISBase V7.4.5 ...
Reading SexLab V1.63 ...
Reading SexLabAP V1.63 ...
Reading SexLabCreature V1.63 ...
Reading ZaZAnimationPack V8.00  ( 276 furniture, 45 offset, 0 paired, 0 kill, 0 chair, 0 alternate animations) ...
Reading ZaZAnimationPack+ V8.00  ( 14 furniture, 0 offset, 0 paired, 0 kill, 0 chair, 0 alternate animations) ...

All Anim Lists scanned. Generating Behavior Files...
Alternate Animation mods: 0 sets: 0 total groups: 0 added file slots: 0 alternate files: 0

Creature Pack not installed

 2951 animations for 7 mods successfully included (character)

 


 

 

2018-10-08.png

Using Mod Organizer 2 instead of NMM would make your life much easier

Posted

@SummerBurnZ :You have the same problem as many others. You have the newest Skyrim/SKSE Version installed, but SL is not updated jet and so it will not work. Be patient, Ashal is at it.

If you go throu the last few pages you will find instructions or links to instruction that will help you to get back to a working state, but you have to make sure, that the other installed mods fit to your SKSE verion. (Fuz Ro Doh, JContainers, SOS and any other mod, that comes with a .dll) As far as I can tell from the screenshot your JC and Fuz are outdated, too.  

Posted

oh the latest SKKSE for SE has updated to 2.0.10. ! i just saw that.

 

Will this Latest Sexlab SE work with that new SKSE version or should i stay with 2.0.9? Just wondering if that matters or if Ashal who has ever so kindly worked hard on this has this latest sexlab version only working on 2.0.9?

Posted
20 minutes ago, sophiextime said:

oh the latest SKKSE for SE has updated to 2.0.10. ! i just saw that.

 

Will this Latest Sexlab SE work with that new SKSE version or should i stay with 2.0.9? Just wondering if that matters or if Ashal who has ever so kindly worked hard on this has this latest sexlab version only working on 2.0.9?

I think we better just stick to 2.0.9...just to be safe.

Posted

Yes lol. I am nervous as to why Silverlog just very recently released this latest SKSE. I am not sure why it went from 2.0.9 to 2.0.10. My worry if i update to 2.1.10 is that that version of SKSE in my game will then render installed mods useless.

 

But i do wish to say a big thank you to you Ashal and anyone else that helped update this latest Sexlab. I apologise now if any prior posts i made came across as rude or pushy or inappropriate. I trully never meant to do that and i think its just frustration at never knowing on a daily basis if Bethesda will suddenly throw out a new version and update that then puts a spanner in the works.

 

So a big thank you to all the modders/creators on this forum for actively doing your best to keep up and helping all that love this game to keep Adventuring.

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