• Announcements

    • Ashal

      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.
Ashal

Skyrim SexLab - Sex Animation Framework v1.60.2 (hotfix 2) - UPDATED Sep 1st 2015

10,176 posts in this topic

 

Looks like my question got buried, so I'll repeat:

 

So a question, or perhaps a request. Is there any way to specify which actor assumes the dominant position in a sex act without having to use the victim= parameter in StartSex()?

 

The reason is this. SexiS was set up with separate options to strip depending on nothing more than the gender of the participants. If I use the victim= flag in SexLab, the stripping is based on the victim/aggressor settings and not the male/female settings. Since I like my CFNM action, I'd like to be able to use the male/female strip options, but I would also like to reinstate my male is always dominant flag in the RandomSex settings.

 

Someone commented in my mod thread that Actor[0] always appears to take the submissive position in the animations. Can you confirm that this is true, or is there another way to make this work? I've had a number of requests (myself included!) to restore the "Male is always dominant" parameter in my mod to the way it was in the SexiS version.

 

sexActor[0] is female in all current animations except male masturbation

sexActor[1] is male in all current animations except tricycle and tribadism

 

Their position in an animation is 100% based on the order they are in the actor array and the animation they are playing.

 

Actors follow their gender strip options independent of the position they are in intended gender.

 

Setting victim to an actor has 0 effect on what position somebody takes in the animation, again that's all array order. It does however have a major effect on what default animations it will pick if it was pass none as it will default to aggressive animations, an animation always picks the victim as the location to start sex unless otherwise set in the startsex arguments, the moans picked for that that actor  will more heavily lean toward rape-y moans, and the stripping options for all involved changes to victim for victim and aggressor for the rest.

 

Considering almost all of the aggressive type features rely on a victim being set to be used and you have the option to change victim/aggressor strip options, I'd suggest still using a victim if the mod is intended to be that type.

 

 

Thanks for the answer. This gives me a couple of ideas now...

0

Share this post


Link to post

In the meanwhile, I wish to report that, even if (actually) it doesn't conflict with SexLab framework or SexLab's plugins, the AnimatedProstitution Version 3.0.1. is definitively BUGGY.


It cause CTD, issues on "fake enemies" (due to the "automatic arousement if female player is naked" that flags the aroused guy as "opponent" [both brawl or combat]), Lydia's work not working properly and others. This is also confirmed by self-ammission by the author who has removed the set from the download section on Nexus.


0

Share this post


Link to post

just little quick question : what the difference between REV3 and REV3b ?


 


i didnt have update it in REV3b ( i make it now ^^)


0

Share this post


Link to post

 

...Now that I have got the basic test version working expect a first release of a mod that initiates sex through dialogue something this evening* :)

 

 

Ahhh.. it's starting already. Mods turning up for sexlab :shy:

 

@alpalia

3b is just a patch to reduce possible ctd's by removing the speak facial animation during sex. Ashal posted it earlier and now included it in the download. If you get frequent ctd's, update sexlab to 3b. If it works fine, better wait for the next regular update.

0

Share this post


Link to post

 

 

...Now that I have got the basic test version working expect a first release of a mod that initiates sex through dialogue something this evening* :)

 

 

Ahhh.. it's starting already. Mods turning up for sexlab :shy:

 

@alpalia

3b is just a patch to reduce possible ctd's by removing the speak facial animation during sex. Ashal posted it earlier and now included it in the download. If you get frequent ctd's, update sexlab to 3b. If it works fine, better wait for the next regular update.

 

 

oh ok ^^ i have download the patch already ^^ so i not need update to 3b ... thanks ^^

0

Share this post


Link to post

I'd like to see an option to select which animation it starts off with when you cast the spells, instead of it being random every time. Is that something that's doable?


0

Share this post


Link to post

Okay finaly i got the thing to work.


After massiv fuck ups and crashings its work and it looks great :shy:


 


BUT i have some questions


i use cbbe and wet body mod ,and i dont know why, i have now a other pussy and ass meshes they looks diffrent after sex (before.... sex mods dont change it)


(strange thing cbbe hase no anus meshe... thats a extra mod i downloaded here XD)


they look after sex ...yeah i woud say destroyed XD and the asshole are red from fucking and it looks so great


is it from your mod???


and second


Female Facial Animation by nao4288


http://skyrim.nexusmods.com/mods/35303/


is out with a little more face moving can you put that in your mod? or do you plan own face animations?


0

Share this post


Link to post

so is this better than Sexis? Should I uninstall Sexis before installing this?

 

This is like SexiS with more options and MCM menu.You don't need to uninstall SexiS.SexLab and SexiS works fine together.

0

Share this post


Link to post

In the meanwhile, I wish to report that, even if (actually) it doesn't conflict with SexLab framework or SexLab's plugins, the AnimatedProstitution Version 3.0.1. is definitively BUGGY.

It cause CTD, issues on "fake enemies" (due to the "automatic arousement if female player is naked" that flags the aroused guy as "opponent" [both brawl or combat]), Lydia's work not working properly and others. This is also confirmed by self-ammission by the author who has removed the set from the download section on Nexus.

If you want to use AP stick to v2.34. I've used it on 200+ hour games with no issues. I haven't even touched v3x yet because of all the issues people have mentioned.

2.34 works perfectly as long as you avoid reverse cowgirl position and bed sex.

0

Share this post


Link to post

I'd like to see an option to select which animation it starts off with when you cast the spells, instead of it being random every time. Is that something that's doable?

 

you can check/uncheck what animation you want .. if you prefer 3 or 5 animation only, just check them and if you have one special animation you like, just switch to it ^^

0

Share this post


Link to post

Ashal, a few more notes for your consideration about framework internals


 


6. Add SexLabFramework.HookThread(argString) to get thread directly.


Then SexLab plugin can switch animations/stages and some other nasty things.


I am currently bypassing it, without need to patch current code, but it is really ugly.


 


7. Add sslBaseThread.GetPlayer() get player index, -1 if not player


Just a tiny helper get function, the variable is already there.


 


8. Add sslBaseThread.SwitchAnimtion(aid) to switch playing to any other animation.


SetAnimation just changes animations in internal animation list which is unique to each thread and there is no access to the list.


What I am trying to do is: to force only animations with specific tag after the animations were started by some other plugin.


To be more specific LoversComfort had feature that allowed to play only animations the player had learned.


Or at least it would be great to have access to the list sslBaseThread.GetAnimList()


0

Share this post


Link to post

Ashal, a few more notes for your consideration about framework internals

 

6. Add SexLabFramework.HookThread(argString) to get thread directly.

Then SexLab plugin can switch animations/stages and some other nasty things.

I am currently bypassing it, without need to patch current code, but it is really ugly.

 

7. Add sslBaseThread.GetPlayer() get player index, -1 if not player

Just a tiny helper get function, the variable is already there.

 

8. Add sslBaseThread.SwitchAnimtion(aid) to switch playing to any other animation.

SetAnimation just changes animations in internal animation list which is unique to each thread and there is no access to the list.

What I am trying to do is: to force only animations with specific tag after the animations were started by some other plugin.

To be more specific LoversComfort had feature that allowed to play only animations the player had learned.

Or at least it would be great to have access to the list sslBaseThread.GetAnimList()

 

Sure, will put it on the todo for Rev 4.

0

Share this post


Link to post

Ashal


 


 


Like redneck2x, I too am interested in a feature similar to Lovers Comfort where the player learns animations, but implementing in a different manner.  Can you also add a feature to get the animation's tags [ ie. SexLab.GetAnimationTag( anim )  ]  , so I can retrieve it from a hook? 


 


The idea being a player can try different things, but not for very long (limit stages) or for much money.  What do you think of adding a 'complexity' numeric to the animations? 


 


Thank you very much.


0

Share this post


Link to post

I put them all into one rar and installed it using NMM. Did I do something wrong?


0

Share this post


Link to post

Ashal,


 


Do I need to worry about threading if I submit 5 to 10  startSex() calls from the same script?  I am not at all certain how that works.


 


 


0

Share this post


Link to post

This is finally pushing me to get off my duff and learn modding. Eventually I hope to do an EMC (erotic mind control) add on, though I expect it'll be a few months of gradually mastering the creation kit. xD Anyway, just a note to say following this code development has been inspirational, thank you. ^_^


0

Share this post


Link to post

Ashal,

 

Do I need to worry about threading if I submit 5 to 10  startSex() calls from the same script?  I am not at all certain how that works.

 

 

If you send more calls than there are threads available, the extras will simply not doing anything and return -1 as a value instead of a thread id. So as long as no other threads are active when you send 10 calls from 1 script, they should theoretically work fine.

 

I'll probably up the thread the count to 15 in Rev4 though.

1

Share this post


Link to post

is it possible to launch a TFC during a sex scene and auto tfc off when the scene is going to finish?


1

Share this post


Link to post

is it possible to launch a TFC during a sex scene and auto tfc off when the scene is going to finish?

 

No it's not.

0

Share this post


Link to post

 

I'll probably up the thread the count to 15 in Rev4 though.

 

Good news for RandomSex there. This will allow me to get more masturbation going in the middle of Solitude!

 

Another thing, don't know if it's been addressed already (and 38 pages is a bit much to go through). I've noticed that the (third person) camera jumps when a sex act moves from one stage to the next, if the player is involved. Do you have anything in the pipeline to fix this?

0

Share this post


Link to post

 

 

I'll probably up the thread the count to 15 in Rev4 though.

 

Good news for RandomSex there. This will allow me to get more masturbation going in the middle of Solitude!

 

Another thing, don't know if it's been addressed already (and 38 pages is a bit much to go through). I've noticed that the (third person) camera jumps when a sex act moves from one stage to the next, if the player is involved. Do you have anything in the pipeline to fix this?

 

 

It's jumping because the player is moved whenever you change animations, since they have to realign, the camera snaps back to the default position on the player when the get moved. Toggling on TFC prevents it from happening.

 

I could remove the actor realignment at the start of every stage and just leave it to animation set changes, it would be a trade off in terms of keeping actors aligned throughout though.

0

Share this post


Link to post

I wonder if there's a way to "anchor" the player in place during sex to avoid this issue, and realign the other actor based on the player's position if necessary. Would also help with the "Serana problem" where Serana has a habit of walking obliviously through the player and messing up the alignment.


 


It does seem to be worse than that though. The camera almost jumps to another couple or jumps by a far larger amount than can be accounted for by the player movement during the time. It's only a split second but is really noticeable.


0

Share this post


Link to post

I wonder if there's a way to "Anchor" the player in place during sex to avoid this issue, and realign the other actor based on the player's position if necessary. Would also help with the "Serana problem" where Serana has a habit of walking obliviously through the player and messing up the alignment.

 

It does seem to be worse than that though. The camera almost jumps to another couple or jumps by a far larger amount than can be accounted for by the player movement during the time. It's only a split second but is really noticeable.

 

It's not that hard, just save their coordinates and check on the loop if their current coords don't match up with their saved coords, move back to saved coords if they don't.

 

I had it coded to do exactly that previously, I removed it in favor of the Re-Position Actors hotkey, which is defaulted on the left bracket key. It seemed needless to me and caused some interference with the forward/sideways adjustment hotkeys, and I didn't feel like having to completely rewrite those a 4th time.

 

Plus it also made actors freak the fuck out more than usual if you end up starting sex in a weird position like halfway inside a wall or a steep incline.

0

Share this post


Link to post

I'll probably up the thread the count to 15 in Rev4 though.

 

Good news for RandomSex there. This will allow me to get more masturbation going in the middle of Solitude!

 

Another thing, don't know if it's been addressed already (and 38 pages is a bit much to go through). I've noticed that the (third person) camera jumps when a sex act moves from one stage to the next, if the player is involved. Do you have anything in the pipeline to fix this?

 

It's jumping because the player is moved whenever you change animations, since they have to realign, the camera snaps back to the default position on the player when the get moved. Toggling on TFC prevents it from happening.

I could remove the actor realignment at the start of every stage and just leave it to animation set changes, it would be a trade off in terms of keeping actors aligned throughout though.

If you don't realign the player you can still realign the NPC, that will keep the camera from jumping. For NPC on NPC sex there's no problem with camera.
0

Share this post


Link to post

So... I've noticed while using SexLab WorkingGirl, that using the bed is rather buggy. One is where a female character that's masturbating will float above the bed one animation before climaxing. The other is a severe mismatch below.


 


ScreenShotBed.jpg


0

Share this post


Link to post