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SexLab Animation Loader SSE


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Posted
On 9/11/2020 at 5:35 AM, axz2 said:

By conflict do you mean that this is totally incompatible with Nemesis or only that Nemesis won't run the animations from SLAL.  If the later then maybe this will work for you. https://www.loverslab.com/topic/140629-nemesis-engine-sexlab-compatible/?tab=comments#comment-3084368

 

By conflict I mean my characters can't jump or attack, and they start hovering around, sadly it also happens when I used the method above.

  • 1 month later...
Posted

hello¡¡ i just have a quisk question hope someone can help me...i install animations and register, save game and all good, but when i load that game, i have to register all again the animatiosn and even the sexlab menu preferences, there is something that i am no doing? always happen, i dont know what to do even i stop to play in SE foe that :( please someone help me or tell me if it is normal because the beta, cheers¡¡¡¡

  • 3 weeks later...
Posted
On 11/24/2020 at 8:35 PM, neo1777 said:

hello¡¡ i just have a quisk question hope someone can help me...i install animations and register, save game and all good, but when i load that game, i have to register all again the animatiosn and even the sexlab menu preferences, there is something that i am no doing? always happen, i dont know what to do even i stop to play in SE foe that :( please someone help me or tell me if it is normal because the beta, cheers¡¡¡¡

Load order there is an guide.

  • 4 weeks later...
Posted

no animations show up, when I use an older j containers then general shows up but no anims but when I use the lastest nothing shows up,when using an older j containers it is also incompatible with creature framework,please help me

Posted

Thank you for this mod!  This finally got my Anub's Animations to start working, I've been trying for months with no luck until I came across this mod.  So happy now.

Posted

<Update>  Prinyo replied: "Just stay in that menu while it is working."

============
In VR when I register the animations in SL Animation Loader's MCM I get a message "Loaded 80 new Animations, A Accept," but I can't dismiss this message. I mean I can back out of it but if I return to MCM the message is still there. I even connected my Xbox1 controller and pressed A (and all the buttons) but it wouldn't go away. How am I supposed to get around this?
Thanks

Re: "How to: SL in VR, step by step tutorial:
10. (optional) You can get access to more animations by installing SLAL (SexLab Animation Loader)"

  • 2 weeks later...
Posted

Hello, is there any way to fix the "slow" animation registering from Animation Loader to SexLab in SE version? In LE Version if i press Register Animations it looks like multi threaded, it takes like 10 seconds and 500+ animations are registered. In SE it looks like one by one, taking 2-3 mins to register Animations.

 

I had this phenomenon since forever, doesnt matter if its a clean install or i use someones modded version via Wabbajack or whatever.

Posted

 

1 hour ago, Monsta said:

Hello, is there any way to fix the "slow" animation registering from Animation Loader to SexLab in SE version? In LE Version if i press Register Animations it looks like multi threaded, it takes like 10 seconds and 500+ animations are registered. In SE it looks like one by one, taking 2-3 mins to register Animations.

 

I had this phenomenon since forever, doesnt matter if its a clean install or i use someones modded version via Wabbajack or whatever.

i'm told that sse sucks at running scripts when your in a menu, somewhere there is supposed to be a mod that increases/unlocks your frame rate when your in menus and that somehow improves things.

  • 1 month later...
Posted

I'm having an issue that has persisted through a full reinstall of no animations showing up in the menu. I don't mean that I have to wait like I used to, I mean that installed, enabled and FNIS registered animations are not showing up in the menu. When I scan I get told there are 0 animations to enable. Any tips?

 

Also, while most likely unrelated to this mod, I used to be able to press 0 to bring up a menu that would allow me to pick the current animation which no longer appears. If anyone knows what thats about or how to fix it it'd be appreciated.

 

 

Posted
On 2/25/2021 at 1:16 PM, tigglywiggly said:

I'm having an issue that has persisted through a full reinstall of no animations showing up in the menu. I don't mean that I have to wait like I used to, I mean that installed, enabled and FNIS registered animations are not showing up in the menu. When I scan I get told there are 0 animations to enable. Any tips?

 

Also, while most likely unrelated to this mod, I used to be able to press 0 to bring up a menu that would allow me to pick the current animation which no longer appears. If anyone knows what thats about or how to fix it it'd be appreciated.

 

 

Issue has persisted from a full clean install.

I think it may have something to do with Jcontainers, if I enable it I get instant CTD on any load or new game.

 

 

20210303112826_1.jpg

Posted

I dont really know how/where to publish my changes. Would be better to publish in the separate thread and provide a link to the GitHub sources. That's too bad that this site files can't be transfered to the 'new owner' if the original authors has left and a mod stays without the maintenance.

 

Changes in this SLAL version are related to the 'pack makers' and intended to be used with the new packs.
The old json-files must be handled by the mod without any issues. And regular users would not notice any difference.
But be warned, no guarantee that I didnt create/add a bug in the python or papyrus scripts.
I have not tested this version too much. Testers are welcome ;) That's why I publish this before finish all the planned changes.

Same words are at the bottom of the example.txt provided with the mod.
 

Spoiler

 

At first a small note. Unfortunately, not much used previously present functionality.
   anim_race_dir=""
this Actor parameter allows the script to find animations for a specific creature race
As an example, canines. We have dog/wolf creatures but the path to they data is
     '\meshes\actors\canine\'. And obviously this tool cant resolve this
issue. When the
         actorN=CreatureMale(race="Dogs")
is used, the script looks for info with the '\meshes\actors\canine\' path doing the pre-registered convertation.
But to allow both races to use same animations we want to 'create' a 'canine' race
To bypass this you can simply use
         actorN=CreatureMale(race="Canines", anim_race_dir="canine")
Same with another specific races
         actorN=Creature(race="_MY_RACE_SL_KEY_", anim_race_dir="_MY_RACE_")
The path in this case will be
         '\meshes\actors\_MY_RACE_\'


New features
            1. Changed
the 'Stage' parameter handling for the 'stage_params'. Now the sound and timer data can be added different ways:
  Stage(N, sound=Sucking, timer=10) as before
but now the tool understand the separate inputs for the same stage:
  Stage(N, sound=Sucking),
  Stage(N, timer=10)
without any issues
            2. Added
  StageCumID(position=int, stage=int, cumID=str, cumSource=int)
actually the SexLab's analog
            3. Added
  BedOffset(bedForward=float, bedSideward=float, bedUpward=float, bedRotate=float)
SL analog too
BOTH THE NEW FUNCTIONS REQUERS ALL PARAMETERS. For now you cant omit cumSource like in Papyrus script, use -1 in this case.

Example that looks messy but will be handled correct:
...
    stage_params = [
        Stage(1, sound="none"),
        Stage(3, sound="Sucking"),
        Stage(4, sound="none", timer=4),
        BedOffset(bedForward=1.0, bedSideward=1.0, bedUpward=1.0, bedRotate=1.0),
        Stage(3, timer = 10.0),
        Stage(5, sound="none", timer=5.9),
        Stage(6, timer=22),
        StageCumID(position=1, stage=4, cumID="Anal", cumSource=2),
        Stage(6, sound="SexMix"),
        Stage(2, sound="none", timer=8)
...

           4. Additional animation parameters related to the FNIS are set separately for the each stage.
 Stage(1, silent=..., prefix="-o,AVbHumanoidFootIKDisable", suffix="MyObject1"),
 Stage(2, prefix="-o", suffix="MyObject2")
The script in this case will generate something like
 s -o,AVbHumanoidFootIKDisable MyPack_Anim_A1_S1 Anim_A1_S1 MyObject1
 + -o MyPack_Anim_A1_S2 Anim_A1_S2 MyObject2
Globally for all stages with subsequent redefinition in a specific stage has not yet been implemented.
Also, the garbage from the old parameters like "object=" has not yet been cleaned up.
Make sure to remove them from the old txt files.
For now, the script does not overwrite (fix) the json and fnis files after editing a text file.
Therefore, after making changes, just delete and generate them again every time.

 

 

SLAL_SSE.7z

  • 2 weeks later...
Posted

Fixed a logical mistake in generation the FNIS files. The prefixes/suffixes could be attached to the wrong stage.

 

SLAL_SSE.7z

I wrote this in previous post and in example.txt but have to remind:

For now, the script does not overwrite (fix) the json and fnis files after editing a text file.
Therefore, after making changes, just delete and generate them again every time.

 

Posted

Again and again ;), sorry for my English.
Seems I catched all major bugs and mistakes with all the new features I added.
If with previous posts and uploads I was concentrated with the Python scripting, now I found some time for the Papyrus and in-game testing.
Everything works as intended. If troubles, see example.txt bottom.
I am sorry for some inconvenience. Now when resetting animations in the SexLab afterwards you have to re-register animations in SLAL. The reason in example.txt.

About the SetStageCumID()
In the txt file the positions are counted from 1 (in SexLab from 0). Seems this way will not create a mess with taking into account all another parameters in the txt file.

Tested on the Anub's "Throne Worship" animation that presents in the both LE and SE versions of "Anubs_Human" pack.

Spoiler

Animation(
    id="tw",
    name="Throne Worship",
    tags="Dirty,Sex,Furniture,Vaginal,Oral,Petting,Cunnilingus,FFM",
    sound="Squishing",
    actor1=Female(),
    a1_stage_params = [
        Stage(1, silent=True, prefix="-o,AVbHumanoidFootIKDisable", suffix="AOThroneR"),
        Stage(2, prefix="-o", suffix="AOThroneR"),
        Stage(3, prefix="-o", suffix="AOThroneR"),
        Stage(4, silent=True, prefix="-o", suffix="AOThroneR"),
        Stage(5, prefix="-o", suffix="AOThroneR"),
        Stage(6, silent=True, prefix="-o", suffix="AOThroneR"),
    ],
    actor2=Female(),
    a2_stage_params = [
        Stage(1, silent=True, prefix="-AVbHumanoidFootIKDisable"),
        Stage(2, silent=True),
        Stage(5, silent=True),
        Stage(6, silent=True),
    ],
    actor3=Male(strap_on=True),
    a3_stage_params = [
        Stage(1, silent=True, prefix="-AVbHumanoidFootIKDisable"),
        Stage(3, silent=True),
    ],
    stage_params=[
        Stage(1, sound="none"),
        Stage(2, sound="Sucking"),
        Stage(3, sound="SexMix"),
        Stage(6, sound="none"),
        StageCumID(position=2, stage=2, cumID="Oral", cumSource=3),
        StageCumID(position=2, stage=3, cumID="Vaginal", cumSource=3),
        StageCumID(position=2, stage=4, cumID="Vaginal", cumSource=3),
        StageCumID(position=1, stage=5, cumID="Vaginal", cumSource=3),
        StageCumID(position=1, stage=6, cumID="Oral", cumSource=3),
        StageCumID(position=2, stage=6, cumID="Oral", cumSource=3),
    ]
),

As you can see all the cums on females are initially -1 (actorN=Female()) but the StageCumID overrides the values per stages where needed. If the separate orgasms feature in SexLab is ON then a cum will be applied accordingly. As an example, if the 3d (male) position will cum at the 5th stage then will be applied the "Vaginal" effect to the 1st position.
SetStageCumID (and SexLab itself) allows a Position to cum on many positions (see the last two lines), but the reverse is impossible. I.e. two actors are cumming on a third actor simultaneously, the last applied effect will be counted only.
Small note about Papyrus. I've met notices (as example, see 'warnings' part) about bugs with calculations inside an arrays element index brackets. In my experience with reading is OK, but when used a reference (i.e. writing) then bug may happen not only with the Find() function.
If you have some troubles with the SetStageCumID() in your game, look into 'sslBaseAnimation.psc':

function SetStageCumID(int Position, int Stage, int CumID, int CumSource = -1)
    FlagsArray(Position)[FlagIndex(Stage, kCumID)]  = CumID
    FlagsArray(Position)[FlagIndex(Stage, kCumSrc)] = CumSource
endFunction

Just put the calculations outside the brackets and insert the already prepared result:
 

function SetStageCumID(int Position, int Stage, int CumID, int CumSource = -1)
    int val = FlagIndex(Stage, kCumID)
    FlagsArray(Position)[val]  = CumID
    val = FlagIndex(Stage, kCumSrc)
    FlagsArray(Position)[val] = CumSource
endFunction

Happy Skyriming.

SLAL_SSE.7z

Posted

For some reason any time my player character engages in a sexlab animation, the game freezes multiple times, but when other NPCs engage in animations, there is no stutter. No stutter with flowergirls animations with neither player nor npcs.

I dont know how I can debug this or provide more info regarding it...

Posted
1 hour ago, coconutpilot said:

Forgive me if this not an issue, but MO2 still reports SLAnimLoader.esp as a form 43 plugin. Does this have any effect on the mod's performance or no?

No.

Posted
On 3/21/2021 at 7:03 PM, BigOnes69 said:

Any one confirm the changes posted by Just passerby ????

It sounds funny, but I can confirm. You said 'any', isnt it? ;)
With one restriction. Works like charm for me, but with the modified packs. So modders (or users) must slightly modify they packs.
I'am too lazy to take care about the previous version users. I didnt perfom ANY check related to the compatibility with the old packs, i.e. the pack that contains the 'object' keyword.
Any old pack without Animated Objects or modifiers like 'AVbHumanoidFootIKDisable' wont see any difference.
But anyway, even with the wrong generated JSON and FNIS files this will not ruin your game mid-through in any way. The worst thing you can get is not working animations. Just rollback to the old version of SLAL and regenerate them.
As an example just use my "Anubs_Human.txt" with the corresponding pack.
Check as "Anubs Missionary" is raised up to 10 units with the BedOffset(). I had problems with animation (SMP or anything else causes it) if the actors were inside the bed, so I raised them up or it was one-time glitch, anyway I've tested the BedOffset() functionality.
Check mentioned in the previous post the "Throne Worship" for the StageCumID().
I didnt see the 'magic dildoes' in animations, but checked them in CK, they are just transparent. Or it was intended or something went wrong with the nif convertation to SE. Any other furniture or AO in the animations work as intended.
Not all the animations was modified with using the cum/bed modifications, I've been altering them in txt if needed on the fly in-game when they are played and in the next usage to be suited to my taste.
Small notice, in my game I added prefixes in CK to the anim objects to avoid conflicts (I use one esp for the all used by me packs), so if I missed to delete some of them in the uploaded txt, you just wont see this AO. But seems that I deleted them all and everything must work and everything have to be seen as planned by the author. As the pattern I used his manually edited by him the original FNIS file, not the txt applied with the pack.
I hope that you understood my English. ;)

 

Anubs_Human.txt

Posted
On 3/18/2021 at 8:53 AM, Just Passerby said:

Again and again ;), sorry for my English.
Seems I catched all major bugs and mistakes with all the new features I added.
If with previous posts and uploads I was concentrated with the Python scripting, now I found some time for the Papyrus and in-game testing.
Everything works as intended. If troubles, see example.txt bottom.
I am sorry for some inconvenience. Now when resetting animations in the SexLab afterwards you have to re-register animations in SLAL. The reason in example.txt.

About the SetStageCumID()
In the txt file the positions are counted from 1 (in SexLab from 0). Seems this way will not create a mess with taking into account all another parameters in the txt file.

Tested on the Anub's "Throne Worship" animation that presents in the both LE and SE versions of "Anubs_Human" pack.

  Reveal hidden contents

Animation(
    id="tw",
    name="Throne Worship",
    tags="Dirty,Sex,Furniture,Vaginal,Oral,Petting,Cunnilingus,FFM",
    sound="Squishing",
    actor1=Female(),
    a1_stage_params = [
        Stage(1, silent=True, prefix="-o,AVbHumanoidFootIKDisable", suffix="AOThroneR"),
        Stage(2, prefix="-o", suffix="AOThroneR"),
        Stage(3, prefix="-o", suffix="AOThroneR"),
        Stage(4, silent=True, prefix="-o", suffix="AOThroneR"),
        Stage(5, prefix="-o", suffix="AOThroneR"),
        Stage(6, silent=True, prefix="-o", suffix="AOThroneR"),
    ],
    actor2=Female(),
    a2_stage_params = [
        Stage(1, silent=True, prefix="-AVbHumanoidFootIKDisable"),
        Stage(2, silent=True),
        Stage(5, silent=True),
        Stage(6, silent=True),
    ],
    actor3=Male(strap_on=True),
    a3_stage_params = [
        Stage(1, silent=True, prefix="-AVbHumanoidFootIKDisable"),
        Stage(3, silent=True),
    ],
    stage_params=[
        Stage(1, sound="none"),
        Stage(2, sound="Sucking"),
        Stage(3, sound="SexMix"),
        Stage(6, sound="none"),
        StageCumID(position=2, stage=2, cumID="Oral", cumSource=3),
        StageCumID(position=2, stage=3, cumID="Vaginal", cumSource=3),
        StageCumID(position=2, stage=4, cumID="Vaginal", cumSource=3),
        StageCumID(position=1, stage=5, cumID="Vaginal", cumSource=3),
        StageCumID(position=1, stage=6, cumID="Oral", cumSource=3),
        StageCumID(position=2, stage=6, cumID="Oral", cumSource=3),
    ]
),

As you can see all the cums on females are initially -1 (actorN=Female()) but the StageCumID overrides the values per stages where needed. If the separate orgasms feature in SexLab is ON then a cum will be applied accordingly. As an example, if the 3d (male) position will cum at the 5th stage then will be applied the "Vaginal" effect to the 1st position.
SetStageCumID (and SexLab itself) allows a Position to cum on many positions (see the last two lines), but the reverse is impossible. I.e. two actors are cumming on a third actor simultaneously, the last applied effect will be counted only.
Small note about Papyrus. I've met notices (as example, see 'warnings' part) about bugs with calculations inside an arrays element index brackets. In my experience with reading is OK, but when used a reference (i.e. writing) then bug may happen not only with the Find() function.
If you have some troubles with the SetStageCumID() in your game, look into 'sslBaseAnimation.psc':


function SetStageCumID(int Position, int Stage, int CumID, int CumSource = -1)
    FlagsArray(Position)[FlagIndex(Stage, kCumID)]  = CumID
    FlagsArray(Position)[FlagIndex(Stage, kCumSrc)] = CumSource
endFunction

Just put the calculations outside the brackets and insert the already prepared result:
 


function SetStageCumID(int Position, int Stage, int CumID, int CumSource = -1)
    int val = FlagIndex(Stage, kCumID)
    FlagsArray(Position)[val]  = CumID
    val = FlagIndex(Stage, kCumSrc)
    FlagsArray(Position)[val] = CumSource
endFunction

Happy Skyriming.

SLAL_SSE.7z 88.09 kB · 20 downloads

hi, so i've reread your posts like 2 times and i kinda just... don't understand xD. sorry, i am not a modder so i don't know too much lol. at the moment i just like doing texture stuffz. anyways, can you explain what your version does in the easiest way. act like im a newborn baby xD. or basically, should i basically just get your version instead? thanks and again sorry, i have a hard time understanding modding stuff atm. 

Posted
1 hour ago, gohankanji said:

hi, so i've reread your posts like 2 times and i kinda just... don't understand xD. sorry, i am not a modder so i don't know too much lol. at the moment i just like doing texture stuffz. anyways, can you explain what your version does in the easiest way. act like im a newborn baby xD. or basically, should i basically just get your version instead? thanks and again sorry, i have a hard time understanding modding stuff atm. 

Indeed, in common all the new features are for the authors of the packages.
Usually, the casual gamer does not need to edit SLAL text files and rebuild the packages. This is almost the same as editing FNIS files and scripts responsible for registering animations with SexLab. Only with the help of SLAL this process is more automated.
How many people make such edits? I think very few. The animation started and okay. ;)
In theory, if you do not re-generate txt with new options, then with my version everything should work almost as before. But there is no reason to use my version either.
One exception is if the authors of the packages will pay attention to the new abilities and indicate that this particular version of SLAL should be used.

  • 2 weeks later...
  • 1 month later...
Posted

Is it normal that there are 93 animations that I can't "unregister" ?

 

I deselect everything, then clean up the registry, and yet, 93 animations remain, Is it expected behavior?

 

Edit: they seem to be the default animations included with either the animation loader the SL framework. It said 93 earlier but now it says 110. A bit confused but I'm just gonna disable them all in the Sexlab MCM "Toggle Animation" menu

Posted

A possible fix for the "Loaded  0 Animations" problem

I was trying to get that fixed on EnderalSE to no avail.

 

Finally fixed it by uninstalling SLAL, loading game, saving, shutting down running Resaver from FallrimTools.

Removed al the instances that had "slal" in them, saving.

Loaded the game, saved, quit.

Enabled SLAL, and it miraculously worked.

 

I have no idea why it didn't work in the first place, but if that helps anyone . . .

 

 

 

 

EDIT: I found the reason this hung so bad on Steam version of EnderalSE . . .

 

It ship's with base game utilities pre-installed  . . .

Which includes JContainers 4.1.13 . . .

 

All I had to do was not install JContainers . . .

Gonna go hang my head now, and change my name to Last name Pid, first name Stew

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