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      SITE MOVED - IN READ ONLY MODE   12/08/2015

      Please use http://www.loverslab.com moving forward. Site has been restored to a previous version, and this one placed into a read-only mode. This is available for a limited time so users may reference/copy content that has been lost in the transition. This will no longer be accessible by December 22nd, 2015.

~magic~

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Posts posted by ~magic~


  1.  

    I am a male, and I am a feminist. I believe women should have equal rights to men. If you agree with the previous statement, you are a feminist too.

     

    The American media has actually convinced people that radical progressive feminists, which makes an insignificant fraction of feminists, is representative of the movement. That is because American television depends on gender stereotypes for advertising and viewership, as it always has, therefore feminism is undesirable and unprofitable. 

    A good example of a modern feminist is Emma Watson, and a much better movement of modern feminism than NOW is HeForShe. 

     

    https://www.youtube.com/watch?v=p-iFl4qhBsE

     

    I have yet to meet an anti-feminist that actually knows anything about feminism. I see far more anti-feminists complaining about women than women complaining about men. 

     

    You are deluded, feminist by it core is not about equality. If you believe in equal rights you are just normal human being, if not your are just shit load of sack.

     

    It is sickening how feminists are dehumanizing people and victimizing every women in world.

     

     

     

    Feminism isn't doing that at all.

    No doubt, some feminists unintentionally victimize women - but to judge feminism based on that requires complete ignorance about feminism. "Feminist" is as broad as "left" - it encompasses everything from radicals to moderates, difference feminists to scientifically illiterate feminists, and far more.

     

    Educate yourself. 

     

    http://www.merriam-webster.com/dictionary/feminism

    http://www.genderforum.org/issues/genderealisations/key-issues-in-postcolonial-feminism-a-western-perspective/

    http://yalepress.yale.edu/book.asp?isbn=9780300042283

    http://plato.stanford.edu/entries/feminism-femhist/index.html

    http://books.google.ca/books?id=cVtFJ5tvINsC&pg=PA36&redir_esc=y#v=onepage&q&f=false

    http://www.jstor.org/discover/10.2307/3178066?uid=3739432&uid=2&uid=3737720&uid=4&sid=21104567926371

    http://www.jstor.org/discover/10.2307/3791943?uid=3739432&uid=2&uid=3737720&uid=4&sid=21104567926371

    http://www.jstor.org/discover/10.2307/303533?uid=3739432&uid=2&uid=3737720&uid=4&sid=21104567926371

    http://www.jstor.org/discover/10.2307/3177511?uid=3739432&uid=2&uid=3737720&uid=4&sid=21104567926371

    http://books.google.ca/books?hl=en&lr=&id=IIfxXAV4uQYC&oi=fnd&pg=PA27&dq=achievements+of+feminism&ots=GB2SKITk6v&sig=c4wZTnQOS1342D5aWW7l2uZecwo#v=onepage&q=achievements%20of%20feminism&f=false

    http://link.springer.com/article/10.1023/B:SERS.0000032316.71165.45#page-1

    http://itspronouncedmetrosexual.com/2012/12/reasons-people-believe-feminism-hates-men/

     

     

     

    2

  2. I am a male, and I am a feminist. I believe women should have equal rights to men. If you agree with the previous statement, you are a feminist too.


     


    The American media has actually convinced people that radical progressive feminists, which makes an insignificant fraction of feminists, is representative of the movement. That is because American television depends on gender stereotypes for advertising and viewership, as it always has, therefore feminism is undesirable and unprofitable. 


    A good example of a modern feminist is Emma Watson, and a much better movement of modern feminism than NOW is HeForShe. 


     


    https://www.youtube.com/watch?v=p-iFl4qhBsE


     


    I have yet to meet an anti-feminist that actually knows anything about feminism. I see far more anti-feminists complaining about women than women complaining about men. 


     


    1

  3. I am not an expert at using Blender with Skyrim. I am, however, an experienced Blender user from my own game development and started using it a few weeks ago to convert armor from UNP to Dream Girl. I have noticed an odd and unnecessary obsession among Skyrim modders with blender 2.49b.

     

    I noticed that the guides on the internet look something like this:

    1 - open NIFskope

    2 - change the file header

    3 - summon the goddess Freya and give up your soul to learn kung fu

    4 - solve the time-dependent schrodinger equation for energy

    ...183 - open blender 2.49b

    184 - import nif

    ...3,481 - repeat steps 683-1,486

    3,483 - change the file headers

    3,484 - cure cancer

     

    I have been using a much simpler and easier method completely independent of Blender 2.49b that I think people should know if they do not already. I use this method regularly to convert armors using only NIFskope and any version of Blender, e.g 2.72. Perhaps there is another tutorial that uses this same method but I figured it out on my own so I don't know.

    This method only works if you do not add vertices or need to change the weight painting (e.g for making a non-tbbp mesh tbbp), which will require use of blender 2.49b as an importer/exporter and all of the tedious shit that results

    1 - NIFSkope: Open the model you want to convert, both the _1 and the _0 files. Click the nitrishape of the mesh (not the body, if any), export as .obj.

    2 - NIFSkope: Export both the destination body's _1 and _0 meshes as .obj.

    3 - Blender 2.7+: Import destination body and one of the mesh files from the .obj files.

    4 - Blender 2.7+: Use Blender 2.7+'s awesome tools to fit the mesh how you want. Repeat 3-4 for both _0 and _1 meshes.

    5 - Blender 2.7+: Export the edited armor meshes as .3ds files. Make sure to only export only the armor and not the body. You should now have two 3ds files, one  _0, one _1, that are converted meshes to your new body.

    6 - NIFSkope: Select the armor mesh's Nitrishape that you exported before, click "Import", click .3ds, click yes to overwrite. Your new modified mesh should import to the scene. Do this for both the _0 and _1 nifs.

    7 - NIFSkope: Your armor's orientation is probably wrong. Right click the modified mesh, click "Transform", and rotate it 90 degrees on the three axis until it's oriented correctly. Do not change the location or a giant fist will come out of the screen and punch your stupid face. Apply transform. Do this for both the _0 and _1 nifs. 

    8 - NIFSkope: Great, you have an armor that fits the new body and... the old body. Yuck. Click the old body now that your armor is changed and oriented correctly, press ctrl+delete or click "remove branch". Now you should have a converted armor out in space. Again, both files.

    9 - NIFSkope: Open the destination body's _0 and _1 files. Click the body, right click, "copy branch". Open the matching armor files, right click the nifileheader tree, click paste branch. Have your brain on so you don't copy the _1 body to the _0 armor and vice versa. 

    10 - NIFskope: Save. Give blender 2.49b the finger.

     

    Some general notes on using Blender for stuff with Skyrim:

    >I have yet to see one good reason to use blender 2.49b as anything other than a tool importing, exporting, and arguably weight painting if you don't want to move back and forth between 2.49b and 2.7+.  I see far too many people trying to model with Blender 2.49b. This is 2014, we don't travel on horseback either.
    Blender 2.7+ is superior to 2.49b in every way and the only reason to use 2.49b for anything like modeling and fitting is because you're used to it and don't want to learn the obviously superior software.

    >An alternative to modeling in Blender 2.49b is to use NIFSkope's .obj export function to export the destination body, use Blender 2.7+ to make your mesh with tools that make blender 2.49b look like a caveman's flint axe, then save your mesh as a legacy .blend fiile, open it in 2.49b, then continue to weight paint and export.

    >You can even weight paint in Blender 2.7+. Just import the new armor with Blender 2.49b, import the body's nif that you're going to copy bone weights from (or at least get the bone names from), save as a .blend, open in 2.7+, weight paint, save as .blend (legacy on), open in 2.49b, carry on, as if nothing really matters. 

    >Yes, you can animate in Blender, using Anton's animation n3 tools.

    >You can even use havok format with Blender quite effectively.

    >UV maps created in 2.7+ persist all the way through blender 2.49b to the .nif file. Awesome. Smart unwrapping, seam cutting, on-the-fly 4k UV layout generation, have the sexy UV map you always wanted.

    >Using NIFskope's export and import functions removes the need entirely for 2.49b for a lot of simple tasks such as armor conversion and weapon creation, provided you do not add vertices or need to change the weight painting.

    >I saw multiple tutorials online of people modeling in Blender 2.7+ and 2.49b by subdividing a mesh repeatedly then slowly moving the vertices to make the shape of an armor, then presumably uploaded the video on their windows 98 machine using internet explorer 4 and left the house to go sharpen their scythes and complain about soviets.
    Subsurface division modifiers do the exact same thing, much faster, much more gracefully, and with a lot more control, using less time, less cpu, and less elbow grease. You can make a skin-tight dress in a matter of minutes, rather than hours.

    >As user cell noted to me, there is a development build of nifscripts working for Blender 2.72, removing the need for 2.49b nearly entirely, albeit they are still buggy and do not support all of the features that 2.49b does.

    2

  4.  

    Does anyone know what might cause the arms to be misplaced during an animation? IN the animation, she's rubbing her clit directly, but in-game, her arm is to the left, more than it should be. 

     

    I made a new solo animation, but it's not working because of that.

     

    It is probably caused by bone priorities. If skyrim animations are anything like it predecessor oblivion/fallout then you need to change bone priorities to prevent other animation to override the one you made by making the bone priorities higher then any other animations idle. This will force only your animation to play right and no other animations will interfere.

     

     

    I don't think that's it. The arms still play the correct animation, but are offset by a small amount.

    0

  5. I don't know anything about makign animations but I've seen glitches like that. It's possible head tracking could be causing it. Were there any NPCs or dead bodies around the place you were testing?

     

    It's not headtracking, it's an issue caused between the making of the .kf and the .hkx

    0

  6. Does anyone know what might cause the arms to be misplaced during an animation? IN the animation, she's rubbing her clit directly, but in-game, her arm is to the left, more than it should be. 


     


    I made a new solo animation, but it's not working because of that.


     


    0

  7. You can add new animations to Sexlab without modifying any existing scripts especially important ones like sslanimationdefaults (which is reserved for sexlab defaults and get changed with like every update) ^^ It's very simple and ZaZ Animation Pack shows how to do that.

     

    All you need to do is write a new script that extends animation factory like this:

     

     

    Scriptname MyLittleScriptySCR extends sslAnimationFactory  SexlabFramework Property Sexlab AutoEvent OnInit();For testing purposes only, requires resetting the controlling quest if you want to update;Turning it on and off through MCM or by reinitialising it on save load is recommendedLoadAnimations()Debug.Notification("New Sexlab animations initialised!");EndEventfunction LoadAnimations()Debug.Notification("New Sexlab animations loading...");SexLab = SexLabUtil.GetAPI()If SexLab == NoneDebug.MessageBox("Registration failed: Sexlab is none.")EndIfSlots = SexLab.AnimSlotsRegisterAnimation("SampleNaughtyAnimation1Solo")RegisterAnimation("SampleNaughtyAnimation2Duo")endFunctionfunction SampleNaughtyAnimation1Solo(int id)sslBaseAnimation Base = Create(id)Base.Name = "Naughty Animation One Actor"Base.SetContent(Sexual)Base.SoundFX = Squishingint a1 = Base.AddPosition(Female)Base.AddPositionStage(a1, "SampleNaughtyAnimation1_Stage1", 0)Base.AddPositionStage(a1, "SampleNaughtyAnimation1_Stage2", 0)Base.AddPositionStage(a1, "SampleNaughtyAnimation1_Stage3", 0)Base.AddPositionStage(a1, "SampleNaughtyAnimation1_Stage4", 0)Base.AddPositionStage(a1, "SampleNaughtyAnimation1_Stage5", 0)Base.AddPositionStage(a1, "SampleNaughtyAnimation1_Stage6", 0)Base.AddPositionStage(a1, "SampleNaughtyAnimation1_Stage7", 0)Base.AddTag("Sex")Base.AddTag("Solo")Base.AddTag("Masturbation")Base.AddTag("Dirty")Base.Save(id)endFunctionfunction SampleNaughtyAnimation1Duo(int id)sslBaseAnimation Base = Create(id)Base.name = "Naughty Animation Two Actors"Base.SetContent(Sexual)Base.SoundFX = Squishingint a1 = Base.AddPosition(Female)int a2 = Base.AddPosition(Male)Base.AddPositionStage(a1, "SampleNaughtyAnimation2f_Stage1", 0)Base.AddPositionStage(a2, "SampleNaughtyAnimation2m_Stage1", 0)Base.AddPositionStage(a1, "SampleNaughtyAnimation2f_Stage2", 0)Base.AddPositionStage(a2, "SampleNaughtyAnimation2m_Stage2", 0)Base.AddPositionStage(a1, "SampleNaughtyAnimation2f_Stage3", 0)Base.AddPositionStage(a2, "SampleNaughtyAnimation2m_Stage3", 0)Base.AddPositionStage(a1, "SampleNaughtyAnimation2f_Stage4", 0)Base.AddPositionStage(a2, "SampleNaughtyAnimation2m_Stage4", 0)Base.AddPositionStage(a1, "SampleNaughtyAnimation2f_Stage5", 0)Base.AddPositionStage(a2, "SampleNaughtyAnimation2m_Stage5", 0)Base.AddTag("Sex")Base.AddTag("Vaginal")Base.AddTag("Aggressive")Base.Save(id)endFunction
    The only thing that may be a little daunting is deciding how to run this script because doing it OnInit is only a good idea for testing but making a very simple MCM menu to manage installing, uninstalling and updating is worth all the trouble! n_n

    I also think it's possible to make it detect Sexlab's own animation library reset but I don't remember the name of the event right now. But ZAP probablish shows how to do that too

     

     

    I would use that, but, unlike the sslanimationdefaults method, it requires actually working through creation kit, and is significantly harder to explain than "append this here and click this button", as these animations are only meant for testing and commenting so I can improve them. If I ever do an official animation release, I will use that.

     

    hmmm cant you just guys rip animations from illusion games or something ? every animation i tested looks so bad in game )))

     

    Then tell us where it looks bad so we can improve it. That's why the animations are up here.

    0

  8. I felt that the female and FF animations in SexLab were lacking. There are very few oral animations, no fingering animations, no penetration animations intended for a female actor.  As a result, these are the themes of the animations I am creating.


    I will create base animations as I please, and refine them later.


     


    All animations are made by me, for me, for my own tastes. All animations by me use two equally-sized females based on the UNP body type, and will therefore look better with UNP-like shapes (Dream Girl, Body by Leito, etc.) than others, especially cartoonish bodies (CBBE, ADEC, etc.) and males. There is no schedule for the animations. I make them, fix them, and upload them when I feel like it. 


    I will not make the animations more <your body type here> friendly. I provide the .blend files upon request, so if you want it to look better with your cbbe pregnant anime body with dragon wings and planet-sized moon tits, you can do it yourself. 


     


    I am releasing one animation now, one animation soon after I finish fixing it up, and am working on a third.


     


    I will not provide replacement animations or file-replacement packages. From 3ji to Zyn, there is no good reason to be replacing files - you're only restricting yourself to one animator at a time. 


    To add these animations to your game for testing, simply append my FNIS_Sexlab_List.txt and sslanimationdefaults.psc additions to your files, otherwise following my tutorial here.


    Alternatively, you can follow Rydin's animation pack found here, which includes 3j's animations and my sleeping animation.


     


    All files are released under the "I don't give a fuck" license. You can read the EULA here:



    tumblr_m6z69h6bHX1qg2856o1_500.gif



     


    1 - Sleeping.


    am_sleeping.rar


     


    The following are .gif images of each stage captured with LICECap. They are low-quality, badly looped and only there to give you the idea. In game, if all goes well, the transitions will only play once, as opposed to the .gifs where they play every time.


     



    http://imgur.com/Oo4JYRF,MUlXU0Z,sHclfqG,ultQfA1#0


    http://imgur.com/Oo4JYRF,MUlXU0Z,sHclfqG,ultQfA1#1


    http://imgur.com/Oo4JYRF,MUlXU0Z,sHclfqG,ultQfA1#2


    http://imgur.com/Oo4JYRF,MUlXU0Z,sHclfqG,ultQfA1#3



     


    There is a little clipping, especially with the hands. I will come back and refine the animation later to remove clipping and oddities, and make the animation more fluid. 


     


    FNIS_Sexlab_List.txt appendix:



    '

    ' A. Morgan's animations

    '

    s am_sleeping_a1_s1 am_sleeping_a1_s1.hkx

    + -a am_sleeping_a1_s2s am_sleeping_a1_s2s.hkx

    + am_sleeping_a1_s2 am_sleeping_a1_s2.hkx

    + -a am_sleeping_a1_s3s am_sleeping_a1_s3s.hkx

    + am_sleeping_a1_s3 am_sleeping_a1_s3.hkx

    + -a am_sleeping_a1_s4s am_sleeping_a1_s4s.hkx

    + am_sleeping_a1_s4 am_sleeping_a1_s4.hkx

    s am_sleeping_a2_s1 am_sleeping_a2_s1.hkx

    + -a am_sleeping_a2_s2s am_sleeping_a2_s2s.hkx

    + am_sleeping_a2_s2 am_sleeping_a2_s2.hkx

    + -a am_sleeping_a2_s3s am_sleeping_a2_s3s.hkx

    + am_sleeping_a2_s3 am_sleeping_a2_s3.hkx

    + -a am_sleeping_a2_s4s am_sleeping_a2_s4s.hkx

    + am_sleeping_a2_s4 am_sleeping_a2_s4.hkx


     

    sslanimationdefaults.psc appendices:


    RegisterAnimation("aMSleeping")




    function aMSleeping(int id)

        sslBaseAnimation Base = Create(id)

        Base.Name = "A.M> Sleeping"

        Base.SetContent(Sexual)

        Base.SoundFX = Squishing

        int a1 = Base.AddPosition(Female, addCum=Vaginal)

        Base.AddPositionStage(a1, "am_sleeping_a1_s1", 0, up = 0)

        Base.AddPositionStage(a1, "am_sleeping_a1_s2s", 0, up = 0)

        Base.AddPositionStage(a1, "am_sleeping_a1_s3s", 0, up = 0)

        Base.AddPositionStage(a1, "am_sleeping_a1_s4s", 0, up = 0)

        int a2 = Base.AddPosition(Female) ;This animation is intended to be used by a female using a strap-on or SOS addon

        Base.AddPositionStage(a2, "am_sleeping_a2_s1", 0, up = 0, side = 0, rotate = 0) ;Need to align these stages!

        Base.AddPositionStage(a2, "am_sleeping_a2_s2s", 0, up = 0, side = 0, rotate = 0);Please align me!

        Base.AddPositionStage(a2, "am_sleeping_a2_s3s", 0, up = 0, side = 0, rotate = 0);Oh please!

        Base.AddPositionStage(a2, "am_sleeping_a2_s4s", 0, up = 0, side = 0, rotate = 0);All I dream of is alignment!

        Base.AddTag("am")

        Base.AddTag("Sex")

        Base.AddTag("Aggressive")

        Base.AddTag("Behind")

        Base.AddTag("Vaginal")

        Base.AddTag("FF")

        Base.Save(id)

    endFunction



     


    If you like my animation, I could really use your help - The animation is not correctly aligned and requires the in-game controls to align before it looks right. If you can fill in the up/side/rotate values in the sslanimationdefaults.psc appendix so it is aligned by default, and give me the values, you would be my hero.


     


    Plans for future animations -


    FF Aggressive w/o penetration - An aggressive lesbian animation. There are literally none of these. Might be tricky to make and align.


    FF Aggressive w/ penetration - Same as before, but the aggressor wears a strap-on, or something more organic (sos).


    F/solo with penetration - Really, why has nobody done this yet? (already in progress)


    FF Missionary sleeping animation - god I have some weird fetishes.


    FF Missionary animation.


    FFF aggressive animation.


     


    This would not have been possible without the help of Fore, the tools of Anton0028 (Animation N3 tools), and the framework of Ashal.


    I would love it if people can add and test this animation in game, telling me what I can do better. Also, I'm open to suggestions for new animations - however, note that I have specific tastes and am extremely unlikely to do anything outside of those tastes, e.g any animations with males in them. 


     


    Working on now:


    Three-stage solo animation


    33

  9.  

     

    Find - StringUtil

    SKSE Member of: StringUtil Script

    Returns the index of the first occurence of specified phrase inside given string, optionally starting on selected position. (This function requires SKSE)

     

    Source: http://www.creationkit.com/Find_-_StringUtil

     

    So yeah, looks like your SKSE is not installed properly.

     

     

    LOLOL!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

    EXACTLY!!!!!!!!!!!!!!!!!!

    I just had to update my SKSE ALL ALONG to latest version NOW everything is working fineeee

    I even got animations i tried installing about a year ago :D

    I'd buy you guys an icecream!

     

     

    I added your problem to the tutorial.

    1

  10. Thanks for trying to help me guys and sorry for ruining this thread with my nonsense. Ill just give up now and wait till someone decides to do an .esp of this.

    i tried again and again and its not working for me, i have no mod manager, i get these errors:

    Compiling "sslAnimationDefaults"...

    H:\The Elder Scrolls V Skyrim\Data\Scripts\Source\sslBaseAnimation.psc(449,13): string[] is not a known user-defined type

    H:\The Elder Scrolls V Skyrim\Data\Scripts\Source\sslBaseAnimation.psc(449,23): cannot compare a none to a int (cast missing or types unrelated)

    H:\The Elder Scrolls V Skyrim\Data\Scripts\Source\sslBaseAnimation.psc(475,43): Find is not a function or does not exist

    H:\The Elder Scrolls V Skyrim\Data\Scripts\Source\sslBaseAnimation.psc(475,58): cannot compare a none to a int (cast missing or types unrelated)

    H:\The Elder Scrolls V Skyrim\Data\Scripts\Source\sslCreatureAnimationSlots.psc(39,45): Find is not a function or does not exist

    H:\The Elder Scrolls V Skyrim\Data\Scripts\Source\sslCreatureAnimationSlots.psc(39,60): cannot compare a none to a int (cast missing or types unrelated)

    H:\The Elder Scrolls V Skyrim\Data\Scripts\Source\sslActorStats.psc(123,17): string[] is not a known user-defined type

    H:\The Elder Scrolls V Skyrim\Data\Scripts\Source\sslActorStats.psc(123,1): cannot return a none from findstat, the types do not match (cast missing or types unrelated)

    H:\The Elder Scrolls V Skyrim\Data\Scripts\Source\sslBaseVoice.psc(99,14): string[] is not a known user-defined type

    H:\The Elder Scrolls V Skyrim\Data\Scripts\Source\sslBaseVoice.psc(99,24): cannot compare a none to a int (cast missing or types unrelated)

    H:\The Elder Scrolls V Skyrim\Data\Scripts\Source\sslBaseVoice.psc(99,24): cannot relatively compare variables to None

    H:\The Elder Scrolls V Skyrim\Data\Scripts\Source\sslVoiceSlots.psc(90,17): string[] is not a known user-defined type

    H:\The Elder Scrolls V Skyrim\Data\Scripts\Source\sslVoiceSlots.psc(90,1): cannot return a none from findbyregistrar, the types do not match (cast missing or types unrelated)

    H:\The Elder Scrolls V Skyrim\Data\Scripts\Source\sslVoiceSlots.psc(94,14): Find is not a function or does not exist

    H:\The Elder Scrolls V Skyrim\Data\Scripts\Source\sslVoiceSlots.psc(94,1): cannot return a none from find, the types do not match (cast missing or types unrelated)

    H:\The Elder Scrolls V Skyrim\Data\Scripts\Source\sslVoiceSlots.psc(109,14): Find is not a function or does not exist

    H:\The Elder Scrolls V Skyrim\Data\Scripts\Source\sslVoiceSlots.psc(109,1): cannot return a none from register, the types do not match (cast missing or types unrelated)

    H:\The Elder Scrolls V Skyrim\Data\Scripts\Source\sslThreadModel.psc(153,16): Find is not a function or does not exist

    H:\The Elder Scrolls V Skyrim\Data\Scripts\Source\sslThreadModel.psc(153,48): RFind is not a function or does not exist

    H:\The Elder Scrolls V Skyrim\Data\Scripts\Source\sslThreadModel.psc(423,18): Find is not a function or does not exist

    H:\The Elder Scrolls V Skyrim\Data\Scripts\Source\sslThreadModel.psc(423,33): cannot compare a none to a int (cast missing or types unrelated)

    H:\The Elder Scrolls V Skyrim\Data\Scripts\Source\sslThreadModel.psc(471,15): Find is not a function or does not exist

    H:\The Elder Scrolls V Skyrim\Data\Scripts\Source\sslThreadModel.psc(471,33): cannot compare a none to a int (cast missing or types unrelated)

    H:\The Elder Scrolls V Skyrim\Data\Scripts\Source\sslThreadModel.psc(494,14): Find is not a function or does not exist

    H:\The Elder Scrolls V Skyrim\Data\Scripts\Source\sslThreadModel.psc(494,33): cannot compare a none to a int (cast missing or types unrelated)

    H:\The Elder Scrolls V Skyrim\Data\Scripts\Source\sslThreadModel.psc(603,18): Find is not a function or does not exist

    H:\The Elder Scrolls V Skyrim\Data\Scripts\Source\sslThreadModel.psc(603,1): cannot return a none from getposition, the types do not match (cast missing or types unrelated)

    H:\The Elder Scrolls V Skyrim\Data\Scripts\Source\sslThreadModel.psc(633,18): Find is not a function or does not exist

    H:\The Elder Scrolls V Skyrim\Data\Scripts\Source\sslThreadModel.psc(633,1): cannot return a none from getplayerposition, the types do not match (cast missing or types unrelated)

    H:\The Elder Scrolls V Skyrim\Data\Scripts\Source\sslThreadModel.psc(645,18): Find is not a function or does not exist

    H:\The Elder Scrolls V Skyrim\Data\Scripts\Source\sslThreadModel.psc(645,33): cannot compare a none to a int (cast missing or types unrelated)

    H:\The Elder Scrolls V Skyrim\Data\Scripts\Source\sslAnimationSlots.psc(39,12): Find is not a function or does not exist

    H:\The Elder Scrolls V Skyrim\Data\Scripts\Source\sslAnimationSlots.psc(39,32): cannot compare a none to a int (cast missing or types unrelated)

    H:\The Elder Scrolls V Skyrim\Data\Scripts\Source\sslAnimationSlots.psc(123,17): string[] is not a known user-defined type

    H:\The Elder Scrolls V Skyrim\Data\Scripts\Source\sslAnimationSlots.psc(123,1): cannot return a none from findbyregistrar, the types do not match (cast missing or types unrelated)

    H:\The Elder Scrolls V Skyrim\Data\Scripts\Source\sslAnimationSlots.psc(127,14): Find is not a function or does not exist

    H:\The Elder Scrolls V Skyrim\Data\Scripts\Source\sslAnimationSlots.psc(127,1): cannot return a none from find, the types do not match (cast missing or types unrelated)

    H:\The Elder Scrolls V Skyrim\Data\Scripts\Source\sslAnimationSlots.psc(142,14): Find is not a function or does not exist

    H:\The Elder Scrolls V Skyrim\Data\Scripts\Source\sslAnimationSlots.psc(142,1): cannot return a none from register, the types do not match (cast missing or types unrelated)

    No output generated for sslAnimationDefaults, compilation failed.

    Batch compile of 1 files finished. 0 succeeded, 1 failed.

    Failed on sslAnimationDefaults

     

    Wait a minute, this looks familiar.

     

    Try making sure all of the scripts from SKSE are in your scripts/source folder. I got something like this when my SKSE wasn't extracted possibly.

    0

  11. It looks like im one of those who stick their dicks in blender -.-

    Ive gone so far as to actually fix my CK so it doesnt crash on startup and i was able to do everything you committed in your well written guide

    Ive put many many many many hours into this to work ok, yet my MCM still does the same stuff as before...when i click "reset animation registry" ALL of my animations are gone for good

    In fact, if i dont do anything and use just the vanilla sexlab, and click reset animation registry in MCM it still does the same! it just erases every animations.

    (yea i have a full skyrim vanilla backup for testing purposes)

    EDIT : nope, i was wrong, it fails to compile even on vanilla skyrim/sl giving me at least 133 error lines, (i stopped counting)

     

     

     

    - Make sure all of the SexLab and PapyrusUtil .psc files are in data/scripts/source. If you get compiler errors or crashes, you probably fucked up that step, unless you made a silly syntax error.

     

     

     

    P - I get a scripting error linking to lines in sslanimationdefaults.psc.

    C - You fucked up writing the function or registering the animation.

    S - Listen to it, fix whatever went wrong.

    P - I get a scripting error linking to lines in another SexLab file or another file entirely.

    C - You do not have all of the files in your SexLab folder you should.

    S - Make sure all of the source files, including SexLab and PapyrusUtil both, are in the correct folder.

     

    If you're using Mod Organizer, not having the right files in the right places are the most likely culprit here. You'll need to copy everything CK needs to your main folder independently of MO, then you'll need to overwrite the files in MO with the edited ones. Or, at least, that's what you need to do if Mod Organizer works how I think it works. It might not. I have never used it before.

    0

  12. After a few people messaging me in my inbox asking how to do this, I decided to post it here. 

    The following is a guide on how to take the resource animations, and add them non-destructively to your SexLab gamemode for testing. For this example, we will use 3j_domination, but it works for any set of animations. This method has been tried and tested repeatedly - it works. If something goes wrong, it's probably on your end.
    This guide assumes that you're competent enough to read, open creation kit, and go through a tutorial without getting your dick stuck in a blender. (in other words, this tutorial assumes you are smarter than the average Nexus user)

     

    1 - In 3ji_domination, we have 10 animations. All animations are of the form 3j_domination_a#_s#.hkx in this animation, but sometimes they're 3j_animation_m#.hkx and 3j_animation_f#.hkx. They are effectively the same. [a1_s# = f# and a2_s# = m#] Paste all of the animations in your data/meshes/actors/character/animations/SexLab/ folder.

     

    2 - Open FNIS_Sexlab_List.txt. Add the following entries:

    s 3j_domination_a1_s1  3j_domination_a1_s1.hkx

    + 3j_domination_a1_s2  3j_domination_a1_s2.hkx

    ...

    + 3j_domination_a1_s5  3j_domination_a1_s5.hkx

    s 3j_domination_a2_s1  3j_domination_a2_s1.hkx

    ...

    + 3j_domination_a2_s5  3j_domination_a2_s5.hkx

     

    When you are done, you should have ten entries. The "s" denotes the start of the animation for each actor, and the + is an additional stage. If the animation has three actors, and five stages, you'll have 3 s' and 15 entries, and 15 animations in total. (unless animations are reused). Save, obviously.

    Note: The first name is what you will use to script the animation. So, you can name it whatever you want, (e.g s cuntbasket 3j_domination_a1_s1.hkx), but consistency is always better. 

     

    3 - Make sure all of the SexLab, FNIS, SKSE, and PapyrusUtil script source (.psc) files are in data/scripts/source. If you get compiler errors or crashes, you probably fucked up that step, unless you made a silly syntax error. 

    4 - Open up sslanimationdefaults.psc in whatever competent text editor you have.

    At the end of the file, add in a function of the following form. Yes, it's scripting, but you only need to know what and where to paste, not how it works.

    function whateveryouwant(int id)
    sslBaseAnimation Base = Create(id)
    Base.Name = "Whatever the fuck you want"
    Base.SetContent(Sexual)
    Base.SoundFX = Squishing ;other types of effects for blowjob animations, etc.
    int a1 = Base.AddPosition(Female, addCum=Vaginal) ;can also be oral, anal, or a combination such as vaginaloralanal
    Base.AddPositionStage(a1, "animation_firststage", 0, up = 0) ; you can set up default reposition here, if you want
    ...
    Base.AddPositionStage(a1, "animation_laststage", 0, up = 0)
    int a2 = Base.AddPosition(Male)
    Base.AddPositionStage(a1, "animation_firststage", 0, up = 0) ;the animation names here are whatever you set in FNIS_Sexlab_List.txt
    ...
    Base.AddPositionStage(a1, "animation_laststage", 0, up = 0)
    Base.AddTag("3j")
    Base.AddTag("Sex")
    Base.AddTag("MF")
    Base.Save(id)
    endFunction

    So, in the case of 3ji_domination, I have this function:

    function zjDomination(int id)
        sslBaseAnimation Base = Create(id)
        Base.Name = "3j Domination"
        Base.SetContent(Sexual)
        Base.SoundFX = Squishing
        int a1 = Base.AddPosition(Female, addCum=Vaginal)
        Base.AddPositionStage(a1, "3j_domination_a1_s1", 0, up = 0)
        Base.AddPositionStage(a1, "3j_domination_a1_s2", 0, up = 0)
        Base.AddPositionStage(a1, "3j_domination_a1_s3", 0, up = 0)
        Base.AddPositionStage(a1, "3j_domination_a1_s4", 0, up = 0)
        Base.AddPositionStage(a1, "3j_domination_a1_s5", 0, up = 0)
        int a2 = Base.AddPosition(Male)
        Base.AddPositionStage(a2, "3j_domination_a2_s1", 0, up = 0, side = 0, rotate = 0, sos = 0)
        Base.AddPositionStage(a2, "3j_domination_a2_s2", 0, up = 0, side = 0, rotate = 0, sos = 0)
        Base.AddPositionStage(a2, "3j_domination_a2_s3", 0, up = 0, side = 0, rotate = 0, sos = 0)
        Base.AddPositionStage(a2, "3j_domination_a2_s4", 0, up = 0, side = 0, rotate = 0, sos = 0)
        Base.AddPositionStage(a2, "3j_domination_a2_s5", 0, up = 0, side = 0, rotate = 0, sos = 0)
        Base.AddTag("3j")
        Base.AddTag("BBP")
        Base.AddTag("Sex")
        Base.AddTag("Vaginal")
        Base.AddTag("MF")
        Base.Save(id)
    endFunction

     

    Then, at the top of the animation, add a line of the following form to register the function with all the other entries:

    RegisterAnimation("whateveryouwant")

    In the case of zjDomination, it was:

    RegisterAnimation("zjDomination")

     

    I added it after APBedMissionary, so it appears immediately after. Save, of course.

     

    5 - Creation kit. You do not need to load any ESP's. Just go to Gameplay->Papyrus Script Manager. Search for sslanimationdefaults. Right click it, click "Compile source". If you get an error, most likely, you either fucked up the syntax, or you don't have all of the files in your data/scripts/source folder you should. Read the error, try to figure out what went wrong. 

     

    6 - Start Skyrim, go to SexLab's MCM, and click the "reregister animations" button. If the animation shows up and plays, you win. You can repeat this process quickly with any animations, including your own animations. 

     

    Problems you are likely encounter, and what you did wrong to cause them:

    P - The animation doesn't show up after I register animations.

    C - Something went wrong in sslanimationdefaults.psc.
    S - Crack open sslanimationdefaults.psc and see what went wrong. Maybe you forgot to use registeranimation at the start. Maybe you didn't write the function properly.

    P - The animation shows up, but I can't find it when I use matchmaker or get raped.

    C - You probably forgot to use addtag.

    S - In your function, make sure the bare minimum AddTag("Sex") and AddTag(["FF"/"MF"/MM") are there, or most mods won't find your animations.

    P - The animation shows up, but my characters are doing whatever animation I used before, and the animation is not playing.

    C - Something went wrong with FNIS, or you did not link to the correct animations.

    S - Cross-reference FNIS_Sexlab_List.txt and make sure s >>this<< youranimation.hkx matches AddPositionStage([a1/a2], ">>this<<" ...). If they match, something probably went wrong. Make sure the syntax in FNIS_Sexlab_List.txt is right, and run FNIS for modders then users again.

    P - The animation plays, but my characters stand completely still, in a default pose.

    C - Something went wrong with the animation.

    S - Make sure you've got the animations in the right folder. Make sure FNIS_Sexlab_List.txt is using the correct filenames and is in the correct path.

    P - I get a scripting error linking to lines in sslanimationdefaults.psc.

    C - You fucked up writing the function or registering the animation.

    S - Listen to it, fix whatever went wrong.

    P - I get a scripting error linking to lines in another SexLab file or another file entirely.

    C - You do not have all of the files in your SexLab folder you should.

    S - Make sure all of the source files, including SexLab and PapyrusUtil both, are in the correct folder. 

    P - I get a script error involving 'FNIS'

    C - You do not have the latest FNIS scripts in your scripts/source folder.

    S - Put them there.

    P - I get a load of script errors involving strings and stringUtil.

    C - You do not have the latest SKSE scripts in your scripts/source folder.

    S - Put them there.

    P - I updated SexLab and my animations are gone!

    C - That's because your FNIS_Sexlab_List.txt, sslanimationdefaults.psc and sslanimationdefaults.pex got replaced.

    S - Now you have to do everything again. QQ. Hope you saved file copies somewhere - if you did, it's a matter of copy/paste.

    P - Animations vanish when I register animations!

    C - SexLab can't read sslAnimationDefaults.pex.

    S - This seems to be a MO-related issue, and I have no idea how Mod Organizer works. All I can say is make sure all of your script files are where they should be when the game is running. 

    13

  13.  

     

    I thought about something like this before, the only problem I see is boobs size, I mean, everyone has different boobs in their game, from almost nothing to something unrealistic. I could try to come up with something, but there's no guarantee it'll look good in your game.

    In this case you might be wanting to focus on a size that will be supported by the majority, that is, a size similar to cbbe high weight (probably a bit bigger too).Everybody loves big boobs :) !

     

    Good, I'm not 100% sure, but I think that's exactly my configuration.

     

    EDIT: Also I totally agree with what others are saying about the need for more FF and FFF animations. 

     

    Ok, I'll do my best.

     

    And, since nobody suggested anything (see post #76), I'll rework and merge 'erotic massage' with my WIP teasing animation.

     

     

    I like the massage the way it is - starting off lying down, moving upwards slowly. I personally think the teasing animation would be more fitting combined with standingvar.

     

    I do have one suggestion/request for your animations and, incidentally, all SexLab animators - Try not to have characters move around to several different positions in a single animation, especially when there's no transition. The best animations are ones that take a position and stick with it, or transition gradually - e.g Zyn missionary, doggystyle. Your massage animation, as it is with the current download, is one of my top favorites.

    It makes it less immersive (and I will stick forks in my eye if I ever use "immersive" to describe a video game sex mod again) and harder to roleplay when the characters are flipping around, which is why I don't like the idea of massage being combined with the teasing.

    0

  14.  

    We definitely need more common and realistic animations - sexlab is full of extreme and creature positions but not a lot of believable ones. I agree that we could definitely use more f-f animations and more missionary-type animations that don't look inhuman.

     

    Yeah, like for example, AP Bed Missionary. It's...okay, and I have to say its my favorite out of all AP's anims, but that doesn't say too much. xD The first few stages of it is alright, but it seems like he simply made the receiver and giver parts of the animations appart and and then threw them together in the animation..and it becomes more noticable and rather robotic when you go down the faster stages. The female's breasts(Or reciever if both are female) don't even seem to bounce much in this animation with the force of the thrusts. IMO, it needs like an entry/penetrating stage, refining of the 3 stages to make it seem more realistic, and the fifth stage needs to be a loop of a stiff thrust..and maybe a bit of trimbling as they orgasm.

     

     

    Aside from the fact that the receiver's neck and legs are at an inhuman angle.

    0

  15. In my opinion, some of your animations are vastly superior in quality to AP, and is on the same level as much of Arrok's and Zyn's good animations. That doggy style one you made is one of the best, especially if you reorder the stages to 3-2-1-4. I do think these should make it into the next SexLab release, especially Doggy Style, the standing variation, and the massage one.


    0

  16. We definitely need more common and realistic animations - sexlab is full of extreme and creature positions but not a lot of believable ones. I agree that we could definitely use more f-f animations and more missionary-type animations that don't look inhuman.


    0

  17. I cannot give you my .pex because it also includes animations not in the default SexLab setup, including some I made for me. Therefore, if you were to use the .pex I am using, you would have a long list of animations that do not exist in your folder.


     


    If you are unable to compile sslAnimationDefaults.psc because you get a compiler error:


    Make sure you have all the prerequisites updated, especially PapyrusUtil, and installed in your Skyrim folder, or the compile will not work. If you have the latest PapyrusUtil, then post the compiler error here and I might be able to tell you what went wrong.


    If you are using ModOrganizer, make sure you put all the script source files from SexLab into your data/scripts/source folder. Creation kit needs to have all of the scripts in the Skyrim/Data/Scripts/Source folder, including the ones from PapyrusUtil, for the compiler to work. You can always remove them once you have compiled the file.


     


    If you are unable to compile sslAnimationDefaults.psc because you cannot find the file:


    >The bar at the top of the script list is a search bar. Just type in ssl and you should find it.


    >If you still can't find it, and are using ModOrganizer, make sure you paste the source files into your skyrim/data/scripts/source folder, even if you remove them as soon as the compilation is done.


     


    I highly recommend getting the compiler to work rather than downloading someone else's file. When people make new animations, you will be able to add them in yourself without waiting for them to figure out the animation registry API for SexLab. 


    0

  18. To all of those who don't want to replace, I simply added them in. To do that:

     

    Open the FNIS_SexLab_List.txt from the test zip file and your SexLab animation folder, copy the 3j lines from the former and paste them at the end of the latter.

     

    Open both animationdefaults.psc from the test zip and your SexLab script source folder, again, copy the 3j functions from the bottom of the source file, paste them in the bottom of your source file, copy the 3j "Custom" register lines from the start of the file, paste them in your source file.
    Open CK, compile the source file in your papyrus script list, close CK.  Run FNIS for Modders, then FNIS for users. Reset animation registry in-game and you should be good to go.

    1

  19. Massage one is very good. On Knees is good. Laying is acceptable but a bit erratic, IMO.


     


    The only problem I had was with Standing - because of the way the tailbone is positioned, the giver effectively thrusts into the tailbone of the receiver, which looks kind of odd.


     


    And, I agree with AP animations - they are generally robotic and were clearly done by an inexperienced animator.


    3