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Ashal

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

10,176 posts in this topic

Is there any chance of offering a version of SexLab that doesn't include rape animations or creature animations, please? I know lots of people here seem to love these animations, but they personally creep me out. Worse, I can delete all of the above animations, and the message "SexLab Creature Animations installed" still pops up every time I start a new game, and there doesn't seem to be any way to get rid of this message. I can delete all of the relevant creature files from the SexLab package and the message still pops up. Deleting the only two scripts that seem related to creatures, sslCreatureAnimationDefaults and sslCreatureAnimationSlots, simply results in SexLab not starting. The message is rather disconcerting, and it also means that I can't start a new game of Skyrim with my wife around in case I creep her out. (What am I supposed to say? "Don't worry hun, I deleted the bestiality") If you're unwilling to offer a version that doesn't include bestiality or rape animations, is there a way to at least modify the script to stop claiming that they're installed when they've been deleted?


 


Thanks!


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Is there any chance of offering a version of SexLab that doesn't include rape animations or creature animations, please? I know lots of people here seem to love these animations, but they personally creep me out. Worse, I can delete all of the above animations, and the message "SexLab Creature Animations installed" still pops up every time I start a new game, and there doesn't seem to be any way to get rid of this message. I can delete all of the relevant creature files from the SexLab package and the message still pops up. Deleting the only two scripts that seem related to creatures, sslCreatureAnimationDefaults and sslCreatureAnimationSlots, simply results in SexLab not starting. The message is rather disconcerting, and it also means that I can't start a new game of Skyrim with my wife around in case I creep her out. (What am I supposed to say? "Don't worry hun, I deleted the bestiality") If you're unwilling to offer a version that doesn't include bestiality or rape animations, is there a way to at least modify the script to stop claiming that they're installed when they've been deleted?

 

Thanks!

Uninstall the Creature Pack from the FNIS mod and all the creature sex will go away. You have been looking in the WRONG place.

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Uninstall the Creature Pack from the FNIS mod and all the creature sex will go away. You have been looking in the WRONG place.

 

The Creature Pack isn't installed (and the message seems to be from SexLab in any case). The message "SexLab Creature Animations installed" continues popping up on every new game, despite the lack of any actual creature animations (or mods implementing them) or the FNIS Creature Pack. Just to be sure I deleted SexLab and FNIS entirely along with all the files that FNIS created (in my MO overwrite folder), reinstalled SexLab and pure FNIS (without the creature pack), deleted all of the creature/rape animations in SexLab, then ran FNIS, and the message persists. I'm just hoping for either a version without creature and rape animations, or at least a modified script that doesn't show the message if it's not true. (If it always displays no matter if they're installed or not, why display it? The message does imply that the creature animations were installed separately, or at least not deleted.)

 

 

FNIS Behavior V5.2   3/03/15 1:06:01 PM

Skyrim: 1.9.32.0 - C:\Program Files (x86)\Steam\steamapps\common\Skyrim\ (Steam)

 

Skeleton female: XPMS2 (115 bones)   male: XPMS2 (115 bones)

Patch: "SKELETON Arm Fix" 

 

Reading Bathing in Skyrim V?.? ...

Reading FNIS V5.2 ...

Reading FNISBase V5.2 ...

Reading SexLab V1.59c ...

 

All Anim Lists scanned. Generating Behavior Files ...

 

Creature Pack not installed

 

 813 animations for 4 mods successfully included (character)

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There is "Restrict aggressive Animations" and "Allow Creature Animations" in Sexlab Animation Setting MCM, use it!


 


"SexLab Creature Animations installed" will still popup but you will not get to see the animation.


The animations won't show up unless you install mods that have such content anyway. 


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There is "Restrict aggressive Animations" and "Allow Creature Animations" in Sexlab Animation Setting MCM, use it!

 

"SexLab Creature Animations installed" will still popup but you will not get to see the animation.

The animations won't show up unless you install mods that have such content anyway. 

 

The popup is what I was asking about, as I already deleted the animations. I'm not worried about seeing the animations, I just don't particularly want "SexLab Creature Animations installed" popping up whenever I start a new game, (when they aren't installed), is all. It shouldn't be a hard thing to fix.

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There is "Restrict aggressive Animations" and "Allow Creature Animations" in Sexlab Animation Setting MCM, use it!

 

"SexLab Creature Animations installed" will still popup but you will not get to see the animation.

The animations won't show up unless you install mods that have such content anyway. 

 

The popup is what I was asking about, as I already deleted the animations. I'm not worried about seeing the animations, I just don't particularly want "SexLab Creature Animations installed" popping up whenever I start a new game, (when they aren't installed), is all. It shouldn't be a hard thing to fix.

 

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OK, I hunted down the message. Here's how you get rid of it:

Delete the Debug.Notification line at almost the end of the sslCreatureAnimationSlots and the message will go away. It should look like "Debug.Notification("$SSL_NotifyCreatureAnimationInstall"). Recompile that script and the message will be gone.

OR

Edit the Sexlab_ENGLISH.txt file in the Interface\Translations folder and find the text SSL_NotifyCreatureAnimationInstall, edit the message to something innocuous.  Remember that there is a TAB character between the Key and the text (easiest if you take care not to delete it while editing the message) and you must use an editor that recognizes the proper Unicode text and doesn't just save it as ordinary ASCII coding. NotePad++ is a good free editor that will handle that issue.   This option is probably simpler to accomplish if you aren't set up to compile Papyrus scripts and alter mods.

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okay, so i have a problem. First of all, I have some mods that trigger the sex animation, but the sex animations don't actually trigger till a long time has passed. And even then the characters involved dont line up. If I open up the console it says the animation has started...but it hasnt. This wouldn't be a problem but it seems it also might cause problems for the mods that trigger these events such as sanguines debauchery or devious devices. Also, i dont think this has anything to do with your framework but after animations if a item is supposed to be equipped, like a chastity belt for devices, they dont get equipped. Here is my load order, I tried to pair everything similar together. GameMode=Skyrim


 


Skyrim.esm=1

Dawnguard.esm=1

Dragonborn.esm=1

SexLab.esm=1

Update.esm=1

SexLabAroused.esm=1

ArmedttTeeth.esm=1

ClimatesOfTamriel.esm=1

hdtHighHeel.esm=1

SGHairPackBase.esm=1

RaceCompatibility.esm=1

ZaZAnimationPack.esm=1

daymoyl.esm=1

Devious Devices - Assets.esm=1

Devious Devices - Integration.esm=1

Devious Devices - Expansion.esm=1

Devious Deviants.esp=1

Captured Dreams.esp=1

sanguinesDebauchery.esp=1

SDpatch - frostfall.esp=1

SexLab_Dialogues.esp=1

lpbards.esp=1

quest_pitfighter.esp=1

theeyesofbeauty.esp=1

levelingmerchantswallets.esp=1

walk.esp=1

spellpack3.esp=1

marriable serana.esp=1

explosivechickens.esp=1

quest_pitfighter_dlc01.esp=1

friendlybrynjolf.esp=1

the paarthurnax dilemma.esp=1

mxvanillavampirefacefix.esp=1

purewaters.esp=1

xpdummy.esp=1

skyrim new and improved music & main theme.esp=1

lycans_vs_vampires_sp0.esp=1

betterfemalesbybella.esp=1

betterfemalesbybellalessmakeup2.esp=1

sneak redesigned.esp=1

spellpack4.esp=1

armored-horses.esp=1

dragonboneebonsteel.esp=1

bloodskal blade improved.esp=1

prvti_heavyarmory.esp=1

Unique Uniques.esp=1

SkyUI.esp=1

Equipping Overhaul.esp=1

Better Vampires ML.esp=1

AmazingFollowerTweaks.esp=1

Alternate Start - Live Another Life.esp=1

Vampire Eyes Fix.esp=1

fs_swordandshield.esp=1

perfect legionnaire - troops re-equipment.esp=1

BlackSacramentDBReplacer.esp=1

EnhancedCharacterEdit.esp=1

LostLongSwords.esp=1

Chesko_Frostfall.esp=1

RealisticNeedsandDiseases.esp=1

RND_Dawnguard-Patch.esp=1

RND_Dragonborn-Patch.esp=1

RND_AnimalLoot.esp=1

SoS - The Dungeons.esp=1

iHUD.esp=1

Cloaks.esp=1

Hothtrooper44_ArmorCompilation.esp=1

Hothtrooper44_Armor_Ecksstra.esp=1

Immersive Weapons.esp=1

1nivWICCloaks.esp=1

1nivWICSkyCloaksPatch.esp=1

black mage armor.esp=1

TakeNotes.esp=1

CharacterMakingExtender.esp=1

SGHairPackAIO.esp=1

WarrensPlayerHome.esp=1

BlackSacramentArmor.esp=1


 

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okay, so i have a problem. First of all, I have some mods that trigger the sex animation, but the sex animations don't actually trigger till a long time has passed. And even then the characters involved dont line up. If I open up the console it says the animation has started...but it hasnt. This wouldn't be a problem but it seems it also might cause problems for the mods that trigger these events such as sanguines debauchery or devious devices. Also, i dont think this has anything to do with your framework but after animations if a item is supposed to be equipped, like a chastity belt for devices, they dont get equipped. Here is my load order, I tried to pair everything similar together. GameMode=Skyrim

 

...

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can someone advanced here in scripting look at this script i've made. This fails in the compile with a lot of issues i dont understand at all.

Scriptname Sacrifice_adult extends ObjectReference

{this is the adult script}

; this is the script


SexLabFramework Property SexLab Auto


Event OnActivate(ObjectReference akActionRef)

if akActionRef == Game.GetPlayer()

EndIf


if ((akActionRef as Actor).GetLeveledActorBase().GetSex() == 1)

function Solofunfemale ()

actor[] sexActors = new actor[0]

sexActor[0]

sslBaseAnimation[] anims

anims = Sexlab.PickAnimationByActors()

SexLab.StartSex(sexActors, anims)


endFunction

EndIf


if ((akActionRef as Actor).GetLeveledActorBase().GetSex() == 0)

function Solofunmale ()

actor[] sexActors = new actor[1]

sexActor[1]

sslBaseAnimation[] anims

anims = Sexlab.PickAnimationByActors()

SexLab.StartSex(sexActors, anims)

EndFunction

EndIf


EndEvent

 

 
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can someone advanced here in scripting look at this script i've made. This fails in the compile with a lot of issues i dont understand at all

...

Use [ code ] and [ /code ] (sans the extra spaces) to surround your code so it will keep the formatting that makes it readable.

What I see is that you have tried to place functions inside IF statements and that is simply not allowed. You can CALL functions from IF statements but you can't code the function there.

 

Scriptname Sacrifice_adult extends ObjectReference{this is the adult script}; this is the scriptSexLabFramework Property SexLab AutoEvent OnActivate(ObjectReference akActionRef)    if akActionRef == Game.GetPlayer()  ;  Why the hell is this check being done?  Is the ENDIF out of place?                                        ;  Was this whole event supposed to only happen to the player?    EndIf                               ;  If so then this line should be just before the Endevent    if ((akActionRef as Actor).GetLeveledActorBase().GetSex() == 1)        Solofunfemale()    EndIf    if ((akActionRef as Actor).GetLeveledActorBase().GetSex() == 0)        Solofunmale()    EndIfEndEventfunction Solofunmale ()    actor[] sexActors = new actor[1]    sexActor[1]    sslBaseAnimation[] anims    anims = Sexlab.PickAnimationByActors()    SexLab.StartSex(sexActors, anims)EndFunctionfunction Solofunfemale ()    actor[] sexActors = new actor[0]    sexActor[0]    sslBaseAnimation[] anims    anims = Sexlab.PickAnimationByActors()    SexLab.StartSex(sexActors, anims)endFunction

This is more likely to work than what you tried.

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hm..  after upgrade to 1.59c (from 1.58b) , SL isn't  worked to elin race npc.  could you fix that too?


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can someone advanced here in scripting look at this script i've made. This fails in the compile with a lot of issues i dont understand at all

...

Use [ code ] and [ /code ] (sans the extra spaces) to surround your code so it will keep the formatting that makes it readable.

What I see is that you have tried to place functions inside IF statements and that is simply not allowed. You can CALL functions from IF statements but you can't code the function there.

 

Scriptname Sacrifice_adult extends ObjectReference{this is the adult script}; this is the scriptSexLabFramework Property SexLab AutoEvent OnActivate(ObjectReference akActionRef)    if akActionRef == Game.GetPlayer()  ;  Why the hell is this check being done?  Is the ENDIF out of place?                                        ;  Was this whole event supposed to only happen to the player?    EndIf                               ;  If so then this line should be just before the Endevent    if ((akActionRef as Actor).GetLeveledActorBase().GetSex() == 1)        Solofunfemale()    EndIf    if ((akActionRef as Actor).GetLeveledActorBase().GetSex() == 0)        Solofunmale()    EndIfEndEventfunction Solofunmale ()    actor[] sexActors = new actor[1]    sexActor[1]    sslBaseAnimation[] anims    anims = Sexlab.PickAnimationByActors()    SexLab.StartSex(sexActors, anims)EndFunctionfunction Solofunfemale ()    actor[] sexActors = new actor[0]    sexActor[0]    sslBaseAnimation[] anims    anims = Sexlab.PickAnimationByActors()    SexLab.StartSex(sexActors, anims)endFunction

This is more likely to work than what you tried.

 

this script was supposed to going to start a solo(mastubation) animation for the player. the part i still dont understand is the sexActor[0/1] part, is this like actor number one or supposed to say the gender of the character in which the female is 1 and male 0 so its got to be reversed.?

thanks for helping me out here as im still learning this scripting. didnt knew you amy not make a function inside a if.

could have know though as i wasnt allowed in PHP too.

 

EDIT: with your code i get this compile error : (28,33): arrays must be between 1 and 128 elements in size

 compilation failed.
EDIT 2: Do you know a way maybe how to make a CaveGSecretDoor open when an altar of molag is used?
(caveGsecretdoor functions the same way as a portculis i suppose but it wont work as activator as it's not coded to be activator)
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...

this script was supposed to going to start a solo(mastubation) animation for the player. the part i still dont understand is the sexActor[0/1] part, is this like actor number one or supposed to say the gender of the character in which the female is 1 and male 0 so its got to be reversed.?

thanks for helping me out here as im still learning this scripting. didnt knew you amy not make a function inside a if.

could have know though as i wasnt allowed in PHP too.

 

EDIT: with your code i get this compile error : (28,33): arrays must be between 1 and 128 elements in size

 compilation failed.

EDIT 2: Do you know a way maybe how to make a CaveGSecretDoor open when an altar of molag is used?

(caveGsecretdoor functions the same way as a portculis i suppose but it wont work as activator as it's not coded to be activator)

What you wrote was much more code than needed for a simple masturbation scene when the player is the only intended target.

Scriptname Sacrifice_adult extends ObjectReference{this is the adult script}; this is the scriptSexLabFramework Property SexLab AutoEvent OnActivate(ObjectReference akActionRef)    if akActionRef == Game.GetPlayer()           ; Only run this code if the player triggers this         actor[] sexActors = new actor[1]         ; Size of the array is set here, in this case one entry        sexActor[0] = akActionRef as Actor       ; References to array entries start with 0 for the index                                                 ; so an array of size 1 will have only one index available                                                 ; which will be [0]        sslBaseAnimation[] anims                         anims = Sexlab.PickAnimationByActors()        SexLab.StartSex(sexActors, anims)    EndIf                              EndEvent

Take the time to look at the code from other mods and see how they handle various actions. It IS a good idea to add comments to your code telling what you expect to happen as the code progresses, that way when someone else reads the code they have an idea of what you are trying to accomplish and also when you review that code yourself much later you don't have to work as hard to remember what you were doing.

Comments in code are not mandatory but they are essential.

I'll get back to you on the cave door thing.

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...

this script was supposed to going to start a solo(mastubation) animation for the player. the part i still dont understand is the sexActor[0/1] part, is this like actor number one or supposed to say the gender of the character in which the female is 1 and male 0 so its got to be reversed.?

thanks for helping me out here as im still learning this scripting. didnt knew you amy not make a function inside a if.

could have know though as i wasnt allowed in PHP too.

 

EDIT: with your code i get this compile error : (28,33): arrays must be between 1 and 128 elements in size

 compilation failed.

EDIT 2: Do you know a way maybe how to make a CaveGSecretDoor open when an altar of molag is used?

(caveGsecretdoor functions the same way as a portculis i suppose but it wont work as activator as it's not coded to be activator)

What you wrote was much more code than needed for a simple masturbation scene when the player is the only intended target.

Scriptname Sacrifice_adult extends ObjectReference{this is the adult script}; this is the scriptSexLabFramework Property SexLab AutoEvent OnActivate(ObjectReference akActionRef)    if akActionRef == Game.GetPlayer()           ; Only run this code if the player triggers this         actor[] sexActors = new actor[1]         ; Size of the array is set here, in this case one entry        sexActor[0] = akActionRef as Actor       ; References to array entries start with 0 for the index                                                 ; so an array of size 1 will have only one index available                                                 ; which will be [0]        sslBaseAnimation[] anims                         anims = Sexlab.PickAnimationByActors()        SexLab.StartSex(sexActors, anims)    EndIf                              EndEvent

Take the time to look at the code from other mods and see how they handle various actions. It IS a good idea to add comments to your code telling what you expect to happen as the code progresses, that way when someone else reads the code they have an idea of what you are trying to accomplish and also when you review that code yourself much later you don't have to work as hard to remember what you were doing.

Comments in code are not mandatory but they are essential.

I'll get back to you on the cave door thing.

 

thanks waxenfigure this is very helpful. Yes i normally do add comments but on this one as the comnpile did like 10 errors i didnt had the mood to go futher and add comments. will try this in the CK and see what happens at testing. 

 

I also asked a few other modders the door question and they allo didnt know the answer on how to do the door thing. Hope anybody knows it though. I dont know but I once found the code SetOpen in the CK wiki,  but when I tried to use it the comnpile gave me an error that the code SetOpen() wasnt a Valiable code.

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...

I'll get back to you on the cave door thing.

thanks waxenfigure this is very helpful. Yes i normally do add comments but on this one as the comnpile did like 10 errors i didnt had the mood to go futher and add comments. will try this in the CK and see what happens at testing. 

 

I also asked a few other modders the door question and they allo didnt know the answer on how to do the door thing. Hope anybody knows it though. I dont know but I once found the code SetOpen in the CK wiki,  but when I tried to use it the comnpile gave me an error that the code SetOpen() wasnt a Valiable code.

Secret doors in caves are treated like traps. The pull chain or lever activating the door has two scripts attached, NorPullBar01Script.PSC and TrapLever.PSC. Pay attention to the objects those scripts "extend" in their initial declarations as those are the objects/actions you can call (and of course the objects those objects inherit from as well).

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...

I'll get back to you on the cave door thing.

thanks waxenfigure this is very helpful. Yes i normally do add comments but on this one as the comnpile did like 10 errors i didnt had the mood to go futher and add comments. will try this in the CK and see what happens at testing. 

 

I also asked a few other modders the door question and they allo didnt know the answer on how to do the door thing. Hope anybody knows it though. I dont know but I once found the code SetOpen in the CK wiki,  but when I tried to use it the comnpile gave me an error that the code SetOpen() wasnt a Valiable code.

 

Secret doors in caves are treated like traps. The pull chain or lever activating the door has two scripts attached, NorPullBar01Script.PSC and TrapLever.PSC. Pay attention to the objects those scripts "extend" in their initial declarations as those are the objects/actions you can call (and of course the objects those objects inherit from as well).

 

uhh... i think i dont really know what you are actually saying. Do i need to check an vanilla trap or something to see what actions are taken or something. Also is there a diffence between the NorPullBar script and the TrapLever script?

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...

I'll get back to you on the cave door thing.

thanks waxenfigure this is very helpful. Yes i normally do add comments but on this one as the comnpile did like 10 errors i didnt had the mood to go futher and add comments. will try this in the CK and see what happens at testing. 

 

I also asked a few other modders the door question and they allo didnt know the answer on how to do the door thing. Hope anybody knows it though. I dont know but I once found the code SetOpen in the CK wiki,  but when I tried to use it the comnpile gave me an error that the code SetOpen() wasnt a Valiable code.

Secret doors in caves are treated like traps. The pull chain or lever activating the door has two scripts attached, NorPullBar01Script.PSC and TrapLever.PSC. Pay attention to the objects those scripts "extend" in their initial declarations as those are the objects/actions you can call (and of course the objects those objects inherit from as well).

uhh... i think i dont really know what you are actually saying. Do i need to check an vanilla trap or something to see what actions are taken or something. Also is there a diffence between the NorPullBar script and the TrapLever script?

Look at the scripts, they are in ~\Skyrim\Data\Scripts\Source. Look at an example location in the CK where a secret door is present and see how the chain and door are connected together. Then you'll have the base for understanding what you want to do.

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So sexlab has a setting in the MCM that causes actors to ragdoll and then stand back up after sex. I have this setting turned off.


 


However, it seems that creatures that are capable of being ragdolled are still being ragdolled after sex. (I asked Darkconsole and he was having this problem too)


 


In particular, it's a problem when one is using Sexlab Werewolves; my victim is able to start wailing on me while I'm busy picking myself up off the floor. :P


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...

I'll get back to you on the cave door thing.

thanks waxenfigure this is very helpful. Yes i normally do add comments but on this one as the comnpile did like 10 errors i didnt had the mood to go futher and add comments. will try this in the CK and see what happens at testing. 

 

I also asked a few other modders the door question and they allo didnt know the answer on how to do the door thing. Hope anybody knows it though. I dont know but I once found the code SetOpen in the CK wiki,  but when I tried to use it the comnpile gave me an error that the code SetOpen() wasnt a Valiable code.

 

Secret doors in caves are treated like traps. The pull chain or lever activating the door has two scripts attached, NorPullBar01Script.PSC and TrapLever.PSC. Pay attention to the objects those scripts "extend" in their initial declarations as those are the objects/actions you can call (and of course the objects those objects inherit from as well).

 

uhh... i think i dont really know what you are actually saying. Do i need to check an vanilla trap or something to see what actions are taken or something. Also is there a diffence between the NorPullBar script and the TrapLever script?

 

Look at the scripts, they are in ~\Skyrim\Data\Scripts\Source. Look at an example location in the CK where a secret door is present and see how the chain and door are connected together. Then you'll have the base for understanding what you want to do.

 

are you meaning like pull chain and protculis as this two are connected by activate parent which wont work for the altar and the door.

Will look though if there isnt like a script attached to it and will look to indeed vanilla scripts to search it out.

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I'm wondering if anyone else has had the problem of disappearing partners during the start of an animation; the other character either disappears or seems to be pulled away like they are being stretched and pulled into a portal from a cheesy sci-fi or horror movie.

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...

I'll get back to you on the cave door thing.

thanks waxenfigure this is very helpful. Yes i normally do add comments but on this one as the comnpile did like 10 errors i didnt had the mood to go futher and add comments. will try this in the CK and see what happens at testing. 

 

I also asked a few other modders the door question and they allo didnt know the answer on how to do the door thing. Hope anybody knows it though. I dont know but I once found the code SetOpen in the CK wiki,  but when I tried to use it the comnpile gave me an error that the code SetOpen() wasnt a Valiable code.

 

Secret doors in caves are treated like traps. The pull chain or lever activating the door has two scripts attached, NorPullBar01Script.PSC and TrapLever.PSC. Pay attention to the objects those scripts "extend" in their initial declarations as those are the objects/actions you can call (and of course the objects those objects inherit from as well).

 

And about the script, i get still some compile errors. :(

variable sexActor is undefined
only arrays can be indexed
type mismatch while assigning to a none (cast missing or types unrelated)
PickAnimationByActors is not a function or does not exist
 compilation failed.
 
in the spoiler is my script, maybe i made some mistakes here.

Scriptname Sacrifice_adult extends ObjectReference  
{this is the adult script}
; this is the script
 
SexLabFramework Property SexLab  Auto  
 
Event OnActivate(ObjectReference akActionRef)
 
 
    if akActionRef == Game.GetPlayer()
actor[] sexActors = new actor[1] 
sexActor[0] = akActionRef as actor
sslBaseAnimation[] anims
anims = Sexlab.PickAnimationByActors()
Sexlab.StartSex(sexActors, anims)
 
 
 EndIf 
 
 
EndEvent 
 
 
 

 
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I realy want the new sexlab to come out lol


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I really enjoy using SexLab Framework and several mods that use the framework, but I recently ran into some problems and could use your help.


 


I installed the mod AH Hotkeys-Skyrim Hotkey Manager, and set up several equip sets with no problems. This mod is really amazing.


 


However I recently cleaned Sex Animation Framework v1.59b. I am not using JContainers 3.2, only the versions that came with AH Hotkeys. AH Hotkeys is last in my load order.


 


Now when I try to use AH Hotkeys to equip armor sets mapped to Number Pad 3 my character disappears and I can only see his head, missing his hair. The game partially freezes and then seems to go into tfc mode giving me a free camera and no control over my character. If I repeatedly hit the NP3 key eventually he puts on the armor set and I regain movement control. For some reason the equip sets assigned to other Number Pad Keys don't do this. I tried NP1,NP2, NP4, NP6 and NP9 all working fine.


 


Then I assigned different armor sets to NP3. They all developed the same problem. Then I moved the armor set that was originally mapped to NP3 to other NP#'s and the problem moved to the new NP#'s. So at first I thought the problem was with NP3 but now I could have the problem with other NP#'s. The original armor I mapped to NP3 was Bosmer armor. But I mapped the Bosmer armor to other NP#'s with no problems and I reloaded the save game to start over and assigned a different armor set to NP3 and it developed the same problems. So it seems the problem is not limited to a specific armor set, and even though it starts with the NP3 Key, it seems to affect other keys eventually.


 


I also found that when I tried to equip an armor set and my character would develop the same problems (only his head is visible with no hair, he freezes, seems I have tfc camera control and no character movement control) if I opened my inventory hitting the "I" key would force him to equip his armor set and return movement and camera to normal. So my temporary fix for this is to hit "I" to open the inventory panel whenever the problem develops. But it ruins the amazing convenience and features of the AH Hotkeys mod.


 


I'm using Mod Organizer. I did a clean uninstall of AH Hotkeys and then unchecked it in Mod Organizer so it's as if I never installed that mod. Then I ran the cleaning feature of Sex Animation Framework. Did more clean saves. Then I reinstalled AH Hotkeys in Mod Organizer and started it up from the beginning. I experienced the same problems as before. It seems that when I run the cleaning feature of Sex Animation Framework, even with AH Hotkeys uninstalled, then I install AH Hotkeys it develops these problems. But if I install AH Hotkeys and never use the cleaning feature of Sex Animation Framework I have no problems.


 


This only happens with AH Hotkeys, cleaning Sex Animation Framework does not affect any of my other mods and I have almost 200 mods installed and all others working fine. I am posting to AH Hotkeys as well hoping for a solution. I'm hoping you will see what the problem is, and let me know what I need to do to eliminate this problem. Hopefully I can periodically clean Sex Animation Framework as it will need from time to time, and still use AH Hotkeys with none of these issues. I hope you can find a solution as I think these mods have increased my enjoyment of Skyrim more than any other mods.


 


Let me know if you want my Papyrus logs and how to send them to you.


 


Thanks for any help.


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Has anyone else had the problem of followers sometimes being dismissed after a SexLab animation? I use 'Amazing Follower Tweaks', and followers are sometimes dismissed even by the animation editor, so I don't think it is other SexLab mods.

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