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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.
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Boneyardbill
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child males - armorpack- replacement & body-replacement
Boneyardbill replied to JuSkyriman's topic in Downloads - Skyrim Adult & Sex Mods
I love this mod. Such awesome work. And yes, there is a but here, but mostly I wanted to say thanks for the awesome mod. I can build the leather, iron, steel, ebony and the ACE ones. But even though I have the ability to make daedric and elven armor, I can't forge the kid versions. Did I miss something? I also can't find them in the HELP thing because they aren't under "elven" or "clothes" near as I can tell. ETA: Okay, I am going to build a mod to make the armors work, which is fine. But I don't have the meshes for the daedric or light dragon in any of the files available for download. Did those get removed? -
Skyrim SexLab - Sex Animation Framework v1.60.2 (hotfix 2) - UPDATED Sep 1st 2015
Boneyardbill replied to Ashal's topic in Downloads - SexLab Framework
Sinking into the bed is a problem with SL that I don't know if there is a fix for. What really baffles me is that in my mod, if I tell the SL animations to use the bed, they want to play at ground level, which has that sink problem. However, if I tell them to not use the bed, then the actors float in mid air, at roughly the right height if they were using the bed. -
Skyrim SexLab - Sex Animation Framework v1.60.2 (hotfix 2) - UPDATED Sep 1st 2015
Boneyardbill replied to Ashal's topic in Downloads - SexLab Framework
Ah, well, I was hoping it was a common problem. I wanted to thank you for the response Ashal. I have changed the code to circumvent aliases in this part of the mod, so I can't easily get a Pap log for you. I will provide that in future when next this problem rears its head. -
Skyrim SexLab - Sex Animation Framework v1.60.2 (hotfix 2) - UPDATED Sep 1st 2015
Boneyardbill replied to Ashal's topic in Downloads - SexLab Framework
Let's play spot the difference.... Here are two codes from two different scripts. Code#1 Function HardAnal()actor[] SexActors = new actor[2]SexActors[0] = Player.GetReference() as ActorSexActors[1] = TIGFirstPartner.GetReference() as ActorsslBaseAnimation[] anims = SexLab.GetAnimationsByTag(2, "Anal" )SexLab.StartSex(SexActors, anims, centeron=Masterbed, hook="sexfest")EndFunctionCode#2 Function Round2()actor[] SexActors = new actor[2]SexActors[0] = Fucktoy.GetReference() as ActorSexActors[1] = aaTIGFuckPartner02.GetReference() as ActorsslBaseAnimation[] anims = SexLab.GetAnimationsByTag(2, "Aggressive" )SexLab.StartSex(SexActors, anims, allowbed=false, hook="Orgy")EndFunctionWhat's the difference? I have no idea. I know that Code 2 works normally and Code 1 fails and says it failed to add actors because it can't add "none" The aliases are set up in the exact same way--empty aliases with only the "optional" ticky box ticked. Then ForceRefTo is used to make the actor fill the alias. The alias on nonworking code1 is definitely filled, because the NPC moves to the specified location which can only happen if they have filled the alias. So, if both aliases are filled, and the code is the same (for all intents and purposes) then what else causes Sexlab to fail to add an actor? It didn't give me any validation errors, just that it can't fill the scene with "none." What else should I be looking at? I've chased my tail for days trying to make sure there is an actor behind the alias and that everything is the same as Code 2. So it cannot be the actor. Can someone point me in the right direction? Please? -
Skyrim SexLab - Sex Animation Framework v1.60.2 (hotfix 2) - UPDATED Sep 1st 2015
Boneyardbill replied to Ashal's topic in Downloads - SexLab Framework
Thanks for that. I will check that out. -
Actually, much easier than adjusting in the MCM is using the player hot keys. In this case, you want to use the semi-colon {:} key, which adjusts the height of a character. shift + ; goes down (I think) and : goes up. The MCM menu shows all the hot keys. They are your friend.
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Skyrim SexLab - Sex Animation Framework v1.60.2 (hotfix 2) - UPDATED Sep 1st 2015
Boneyardbill replied to Ashal's topic in Downloads - SexLab Framework
Okay, I have two questions. In writing a SL pap frag using aliases, it works with human actors but not with animals. Specifically, I set up an alias for a human actor using "unique actor" and point it to the actor. Then I go into my script (with the ref alias property loaded) and add myalias.GetReference() as Actor as one of the sex actors. If the actor in the alias is human, Sexlab is happy. Sex runs, all is well. If the actor in the alias is a doggie, though, Sexlab says the actor is "none" or something. In order to have an animal actor work in the scene, I have to create an Actor property pointed at the dog. Why does SL recognize an alias if its connected to a human but not a dog? Is this solution I have the only way? So here is what does work: actor[] SexActors = new actor[2]SexActors[0] = AKSpeakerSexActors[1] = TIGHPDreadmawsslBaseAnimation[] anims = SexLab.GetAnimationsByTag(2, "Canine" )SexLab.StartSex(SexActors, anims)And here is where it doesn't actor[] SexActors = new actor[2]SexActors[0] = AKSpeakerSexActors[1] = TIGHPDreadmaw.GetReference() as ActorsslBaseAnimation[] anims = SexLab.GetAnimationsByTag(2, "Canine" )SexLab.StartSex(SexActors, anims)But again, if the actor in the alias is human, then the second code works fine, Since I can make it work, it's not that awful. But there are times when finding the actor to create that direct link is a PITA so I would prefer to have another method. The second question is just wondering if anyone has created a way for the furniture animations to use existing furniture instead of creating it. I would like to just use a throne I have, for instance, rather than creating one. Again, no big deal. -
Skyrim SexLab - Sex Animation Framework v1.60.2 (hotfix 2) - UPDATED Sep 1st 2015
Boneyardbill replied to Ashal's topic in Downloads - SexLab Framework
It woooooorks!!!! Thank you both. Virtual cookies all around! -
Skyrim SexLab - Sex Animation Framework v1.60.2 (hotfix 2) - UPDATED Sep 1st 2015
Boneyardbill replied to Ashal's topic in Downloads - SexLab Framework
Bugger. I knew it was something obvious. Sorry!!! (graciously accepts the Dunce cap and slinks away) -
Skyrim SexLab - Sex Animation Framework v1.60.2 (hotfix 2) - UPDATED Sep 1st 2015
Boneyardbill replied to Ashal's topic in Downloads - SexLab Framework
Oh, sorry, I didn't want to spam. Since it was the same code, just in two scripts now. This is the fragment ;BEGIN FRAGMENT Fragment_0Function Fragment_0(ObjectReference akSpeakerRef)Actor akSpeaker = akSpeakerRef as ActorakSpeaker.ModFactionRank(TIGHouseEntertainment, 5);BEGIN CODEdebug.notification("Whining, the man submits")actor[] SexActors = new actor[2]SexActors[0] = AKSpeakerSexActors[1] = Sexlab.PlayerRefsslBaseAnimation[] anims = SexLab.GetAnimationsByTag(2, "Aggressive" )SexLab.StartSex(SexActors, anims, victim=akSpeaker, allowbed=false, hook="LessonLearned");END CODEEndFunctionFaction Property TIGHouseEntertainment AutoSexlabFramework Property Sexlab AutoAnd this is the Script extending the quest. Function STraining()RegisterForModEvent("AnimationEnd_LessonLearned", "Messylesson")EndFunctionEvent Messylesson(string eventName, string argString, float argNum, form sender)sslBaseAnimation anim = SexLab.HookAnimation(argString)debug.notification("The man looks really pretty now")GetOwningQuest().Reset()UnregisterForModEvent("AnimationEnd_LessonLearned");END CODEEndEvent -
Skyrim SexLab - Sex Animation Framework v1.60.2 (hotfix 2) - UPDATED Sep 1st 2015
Boneyardbill replied to Ashal's topic in Downloads - SexLab Framework
Ah damn, it didn't work. I dunno. I moved the "Register For Mod Event" and the Event stuff to a script extending Quest attached to the quest where this dialogue topic occurs. Everything compiles, still nothing happens. -
Skyrim SexLab - Sex Animation Framework v1.60.2 (hotfix 2) - UPDATED Sep 1st 2015
Boneyardbill replied to Ashal's topic in Downloads - SexLab Framework
Such a speedy response! Thank you! I was afraid it was the fragment. I'll see if I can get this to work now. Again, thanks for the quick reply. -
Skyrim SexLab - Sex Animation Framework v1.60.2 (hotfix 2) - UPDATED Sep 1st 2015
Boneyardbill replied to Ashal's topic in Downloads - SexLab Framework
Okay, so what am I doing wrong? This is driving me a tiny bit crazy. This script compiles without errors. The sex runs. But the hook will not fire. The debug message doesn't happen, the quest doesn't restart, nothing happens. Do hooks not work in Pap fragments? I've found that trying to get anything to happen in a function after sexlab is not going to happen--like if you put GetOwningQuest().SetStage(X) after the StartSex line, the stage will not be set. So I was thinking hooks were the way to get around this. Scriptname TIF__1407FDED Extends TopicInfo Hidden ;BEGIN FRAGMENT Fragment_0 Function Fragment_0(ObjectReference akSpeakerRef) Actor akSpeaker = akSpeakerRef as Actor akSpeaker.ModFactionRank(TIGHouseEntertainment, 5) ;BEGIN CODE debug.notification("Whining, the man submits") actor[] SexActors = new actor[2] SexActors[0] = AKSpeaker SexActors[1] = Sexlab.PlayerRef sslBaseAnimation[] anims = SexLab.GetAnimationsByTag(2, "Aggressive" ) RegisterForModEvent("AnimationEnd_LessonLearned", "Messylesson") SexLab.StartSex(SexActors, anims, victim=akSpeaker, allowbed=false, hook="LessonLearned") ;END CODE EndFunction Event Messylesson(string eventName, string argString, float argNum, form sender) sslBaseAnimation anim = SexLab.HookAnimation(argString) debug.notification("The man looks really pretty, spattered in my come") GetOwningQuest().Reset() UnregisterForModEvent("AnimationEnd_LessonLearned") ;END CODE EndEvent ;END FRAGMENT ;END FRAGMENT CODE - Do not edit anything between this and the begin comment SexlabFramework Property Sexlab Auto Faction Property TIGHouseEntertainment Au Now, in full disclosure, I did mess this script up a couple of times. So after I got it like this I uninstalled the mod ran game saved and reactivated the mod with absolutely no change. Help? Please? My sanity is in the balance here. -
No, but now that you mention it, after installing the mod but before playing it, I was getting floating terrain everywhere. Went away after a reload.
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Damn, I'm sorry. I looked it up and what you're doing should be correct. So what you're saying is, after running the game, you go back to your mod and the changes you made are no longer there? That was what happened to me with this esp/esm issue. I can tell you that (because, frankly, I think Farkas and VIlkas are not attractive) I tried to mod heir appearance myself. One of the changes I made did use Apachi hair. I didn't get any errors and everything seemed fine, but the changes did not appear in game. I know a person can alter vanilla NPCs, but there may be a trick to it I don't know yet. Sorry I couldn't be of more help. ETA: I just looked, btw, and for what it's worth, Wryebash seems to work differently when it alters the esp/esm status. I know you are limited with what you can do, but you may want to try using Wrye Bash. BTW, am I the only one who thinks it's hilarious that Farkas still says "You seem honorable" even despite the fact that you put him in a collar and make him fuck his brother? Makes me giggle.
