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SkyrimVR Sexlab Lite Temporary Patch


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That's cool!

I tried to enable the player movement control, but that sent me up high again. 

The problem is that the view is set at almost the center of the scene and if you move around in your room the scene gets moved to your current position. So in most animations you can't take a position that makes sense as the other actor will be moved also. 

 

If we can find a solution for this problem and manage top enable roomscale movement of the player I believe that would be the best way to experience sex scenes that include the player.  Many people want their point of view to be part of the animation (to be in the head of the player character) but with many animations this is a bad experience. This is easy to test playing Flatrim with VorpX and a first person mod. 

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3 hours ago, prinyo said:

That's cool!

I tried to enable the player movement control, but that sent me up high again. 

The problem is that the view is set at almost the center of the scene and if you move around in your room the scene gets moved to your current position. So in most animations you can't take a position that makes sense as the other actor will be moved also. 

 

If we can find a solution for this problem and manage top enable roomscale movement of the player I believe that would be the best way to experience sex scenes that include the player.  Many people want their point of view to be part of the animation (to be in the head of the player character) but with many animations this is a bad experience. This is easy to test playing Flatrim with VorpX and a first person mod. 

I did actually get around to fixing that

 

sslActorAlias.pex

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  • 2 weeks later...
11 minutes ago, mcgonigle1234 said:

The npc will still move if you get too close. No clip doesn't work either. :frown: It's so close!

 

Add this under [VR] in SkyrimVR.ini (in Documents\My Games\Skyrim VR) :

 

bAllowVRCheating=1

 

Create the file if it doesn't exist. 

However this will allow you to get "into" the NPCs and it is not the best solution.

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12 hours ago, forcingregistrationgisdumb said:

Does this mean with this patch I can see sexlab animations in VR from the first person?

Depends what you mean by this. You are been put in the position of the player character but you are free to move and reposition yourself the way you want. So you can experience the scene yourself. Some animations are better for this purpose than others. 

 

Alternatively if you want to watch you character in the scenes - FG offers that. 

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  • 1 month later...
On 4/8/2018 at 7:07 AM, haxmo said:

I did actually get around to fixing that

 

sslActorAlias.pex

I dropped this file into my scripts folder (and overwrote the existing file) but I still can't move my character during the scene.  Is there something else I need to do to make this work?  Thanks for your effort here.

 

Edit:  So maybe it's just a lack of understanding on my part of what this fix does.  I can move my character in room scale (i.e., by physically moving my real life self around) but I can't reposition my character using the controllers (other than rotation).  If that's "working as intended" then it's fine.  

 

What I would really like to get to is to be able to move my character using the controllers.  Then, with no clipping turned on, I would have the flexibility to put myself into any position more readily.  Thanks again for your hard work here.

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  • 2 weeks later...

I'm thinking at this stage of both VR technology, roomscale, and SkyrimVR, an even lighter version of sexlab lite, with only a few chosen animations that works seamlessly with VR and roomscale would be a temporary solution atm.

 

example missionary animations, trying to lay on top of an actor is just awkward, and immersion breaking. 

 

I think animations that require the player to either be sitting or standing work "fairly" seamlessly.

 

is it possible to just delete some of the animation files without breaking sexlab? and if so, anyone know a animation viewer app? quite a lot of animations to go through.

 

or maybe could use more animation types, by setting up stages with roomscale in mind.

example: stage 1 standing, stage 2 actor poses long enough for player to get into position, then stage 3 animation starts 

 

 

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My ideal would be a combination of orbmace's suggestion and what Flower Girls does. Take/edit/make a few animations that/to work well from a VR perspective, then spawn a headless copy of the player character and position the camera where the head would be. This is how the VR mod for Honey Select does it and gives you essentially the same perspective as prerecorded VR porn.

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hmm that might work, if possible to spawn a headless body, there are so many animations to choose from, find the right ones, and could be very immersive.

 

as for the current inviable body, I have come across a few sexlab animations that are really cool and immersive, like standing ones where your holding the actor up, get a real feel for where all this VR is going..

 

Though what I'm going to do this point in time, if I understand correctly.  I'm going to delete all the animations from sslAnimationDefaults.psc then start adding animation that work seamlessly with VR, then compile into a new .pex file.

 

would anyone be interested in creating a community approved VR animation list? (there are quite a lot)

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8 hours ago, lokixvIII said:

Found a mod on the nexus called VR body,(lookes like if gives you a body with arms, legs, torso, I haven't messed around with it yet. Has anyone tried this out with SL?

 

Doesn't work, you will still watch the scene from the side. 

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  • 5 months later...
On 4/26/2018 at 4:52 AM, prinyo said:

Depends what you mean by this. You are been put in the position of the player character but you are free to move and reposition yourself the way you want. So you can experience the scene yourself. Some animations are better for this purpose than others. 

 

Alternatively if you want to watch you character in the scenes - FG offers that.  

I think you're trying to say "being"  not "been."  It doesn't seem to be a typo as you did it in two places I've seen:
Just want to help.
Thanks for your posts about VR, btw.

" You are been put in the position.." from the above quote...
And " Devious Devices is been worked on "   at:

 

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16 hours ago, ntblood said:

I wonder if this or something like it could help Becoming a Bard work for VR as it's when the Bard mod wants to trigger 3rd person animations, which of course VR doesn't have, that the mod doesn't work .

If I understand you correctly you are looking for a way to emulate a 3rd person view of your character. The solution would be to spawn a NPC that is a clone of the PC and to play the animation on him/her. Similarly to what Flower Girls is doing. 

 

About the bard mod itself. I have tested it in SkyrimVR and what happened was that I was locked in place without an option to move for the duration of the song. This does allow to roleplay as a singing bard as the NPC are still looking at you and cheering.

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Update:   Wow, you're right Becoming a Bard doesn't need something like this Temp. Patch to avoid animation trigger for the Player-Character. Thank you for telling me. It didn't work months ago for some reason for me but it does now by-and-large.
Thank you
----------
Actually, I'd just like the trigger for the 3rd person animation to be removed so the music will play for Becoming a Bard. My followers can still play the instruments. That would be a much easier fix I think. I tried loading the mod into CK to see if the animation for the player could be disabled. . I wasn't able to find “animation” and for “player” it says it's name is "prisoner," and nothing saying animation under "player," that I can see. So with my limited knowledge I had no luck there so far.

Oh, well if something like Flower Girls spawning a clone could work that would be optimal.
When I tried playing music with Becoming a Bard nothing happened, no music or followers playing music. It's been awhile since I tried and based on your recent experience with it, it sounds like i should try it again.

Thank you for replying.

P.S.  Would you take a look at another mod request I just put in for your opinion
(FO4 mod request -"Follower No Weapon Draw" (unless in combat) like the Skyrim mod of same name)


https://forums.nexusmods.com/index.php?/topic/7228656-follower-no-weapon-draw-unless-in-combat-like-the-skyrim-mod-of-same-name/#entry65949881

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  • 7 months later...

Hi, sorry for the necro but I'm getting started with Skyrim VR just now and have been trying to make the animations work for first person perspective. So far, using the patches here and VRIK, it doesn't seem to be "player friendly" to get in the character in the right position, since that means I have to physically move in the room to the right spot, which, ignoring room space limitations, I'm not even sure where I'm supposed to move most of the time. Is there any new fix to use SexLabs Lite for first person perspective sex since then? Like fixing VRIK's or some other player character clone do the animation and the camera with it?

If first person sex with SexLab is still not possible, is Flower Girl compatible with Sexlab stuff? (like Sexlab Solutions) I understand that mod makes a clone from the player and makes the player float around, but I suppose the player can just move around the position of the clone and kind of simulate first person?

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10 hours ago, MajinLuffy said:

 So far, using the patches here

This is the only patch for SL Light that you need:

 

 

It has the option to spawn a clone of the player character or to use a follower instead (if you have Solutions installed). You do not need Solutions for the clone option.

 

Current,y there is no good way to participate in the scenes in 1st person view. There are workarounds (described there) but they are hit and miss.

Note that the clone option doesn't make your VRIK body disappear during scenes. I think it is not possible to do - there is no script function in VRIK that would completely hide the body. 

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Thanks. In the end I switched to Flower Girl, since both make a clone and I actually want to finish the game story in this playthrough so I don't want to deviate too much with kinky stuff, and other stuff I'd like to use need full Sexlab anyway. But I'll have this around for another playthrough where kinky is the focus :) 

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9 hours ago, MajinLuffy said:

I actually want to finish the game story in this playthrough

I did the same when I first got the game. About 40 hours with no sex or other mods than texture replacers. Actually playing the game, doing the quests as Todd intended. ?

 

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Quote

Note that the clone option doesn't make your VRIK body disappear during scenes. I think it is not possible to do - there is no script function in VRIK that would completely hide the body. 

Would you like a function for this?  I think it's possible to toggle body visibility with my latest stuff - I'm using it to show the body in dialog mode now.

 

So far there has been little interest in modding VRIK, so I haven't really expanded on its mod support much.  In V0.6 I added a function to disable the dynamic posture correction system and a way to control fNearDistance so BeSeated could do things like a lying down animation, but that's the only mod I know of that had been made.  Did you ever end up releasing the stuff you were working on before, Prinyo?

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4 hours ago, prog0111 said:

Would you like a function for this? 

It's great to see you here! ?

 

I personally don't think that hiding the body will help in any way here. What he/she suggests is positioning the view inside the head of the player character (basically walking in inside of the model) but it is animated and the head will move and it will be really really creepy. But maybe somebody else will come up with an idea if and how the option to hide the VRIK body could help. But the real goal for me is to make it "properly" animate.

 

As I was saying before it is possible to "glitch" the body and to stop the IK by doing a small trick while in an animation and then it works perfectly - the body animates except the head and arms. I haven't tested with the latest version of VRIK but it was still working with the previous.

Then you added the papyrus functions to allow to stop the IK by demand, but this produced several side effects that I was not able to overcome. I have not tested with 0.6 yet, however. When an animation starts after calling VRIK.VrikSetSetting("enableBody", 0) several things can happen:

 

- If the body is standing or sitting in the animation it will rotate 180 degrees and it is like leaning against a mirror - you are still joined with the model at the head, but the rest of the body goes away in the opposite direction with arms crossed as the hands are still attached to the respective controllers but now the shoulders are at the other side. Tried         VRIK.VrikSetSetting("lockRotation", 1) and  VRIK.VrikSetSetting("lockPosition", 1) but it only created additional problems.
- In all animations you can see inside of the body.

- After one of the updates the camera no longer moves with the body and you end-up with a very long neck if the body is not standing. I tried to counter that with VRIK.VrikSetSetting("lockHeightToBody", 1) but it didn't help. I see you mention lying down animation so I guess there is a way to prevent this now.

 

It is possible that SexLab is causing those issues. I'm not the author, I'm just reading thru the code and trying to patch it and it is a bit overwhelming. However those issues do not appear when animating without disabling the IK. And all my attempts to disable/move around code didn't help so far. I'm planning to do some experiments this weekend with the new version.

Here is a screenshot that shows what the problems are:

 

 


s11.jpg.4cd47115ba3f31ea748367ab8071cbf6.jpg
 

 

 

So, in short ? , this is the current situation.If you have any hints or suggestions I would be happy to follow-up on them.

 

Added:

Two thing I have planned to experiment with at the moment. I only recently learned that TranslateTo() causes loss of collision that might explain seeing inside of the body. And I just realized I have never tested with a solo animation to see if the problem is not with the paired animations.

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