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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

A question. I was able to play/preview male and female masturbation animation through Sexlab Animation editor -> play animation. Is there any way to play/preview other animations, such as missionary/cowgirl/etc through same manner? It did not seem to work when I tried to 'change' animation through animation editor while PC and NPC was having sex...

 

Wait for the sex act to complete, THEN try the next one.  It does not "queue" up sex acts and will not start a different one for anyone already performing a sex act.

 

 

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A question. I was able to play/preview male and female masturbation animation through Sexlab Animation editor -> play animation. Is there any way to play/preview other animations, such as missionary/cowgirl/etc through same manner? It did not seem to work when I tried to 'change' animation through animation editor while PC and NPC was having sex...

 

Wait for the sex act to complete, THEN try the next one.  It does not "queue" up sex acts and will not start a different one for anyone already performing a sex act.

 

 

 

"Play Animation        Click Here" remains grey... even after the sex act is complete and both participants dresses up. 

 

And I mean after the sex act initiated with some other mod, like one of the prostitution mods. 

 

I guess its because somehow I'm not selecting the... second participant when I'm trying?  Because playing solo animation works fine.

 

Maybe I'm completely wrong, but if that's the case, how should I select the second (and third) participant? And if I'm wrong, what am I missing?

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someone on randomw threads in LL told me there's already fisting animation for pussy and anal for sexlab, is it true ?


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Is there any way to link scenes together in Sexlab, like dictating that after every massage foreplay (non-sl anim) should follow a cowgirl scene since that animation ends with that?


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hello evrybody,


(non moders wont understand this post i am sorry)


is there somebody experienced with modding who can help me a little with scripting a sexevent, i dont get 100% sure and working with the API.


i have made myself a script but ofc there are errors and things like that.


this is my script for now: (this script i want to have the pc masturbate at activation of the object this script is attached to.)





Scriptname Sacrifice_adult extends ObjectReference
{this is the adult script}
; this is the script

SexLabFramework Property SexLab Auto

Event OnActivate(ObjectReference akActionRef)


function MolagMasturbate()
actor[] sexActors = new actor[1]
sexActor[0] = akActionRef
sslBaseAnimation[] anims
anims = Sexlab.PickAnimationsByActors()
Sexlab.StartSex(sexActors, anims)


EndFunction


EndEvent





the compiler gives various errors each time 


first a question though: Do i have to script an sexlab animation to start stated in a function or can you just make a if-sentence and post the animation script in there.


second i get 2 erors for now( after thid two i get probably even more errors)


fist error is no viable alternative at input function


second error is missing EOF at endevent.


hope somebody can help me a little here. 


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hello evrybody,

(non moders wont understand this post i am sorry)

is there somebody experienced with modding who can help me a little with scripting a sexevent, i dont get 100% sure and working with the API.

i have made myself a script but ofc there are errors and things like that.

this is my script for now: (this script i want to have the pc masturbate at activation of the object this script is attached to.)

Scriptname Sacrifice_adult extends ObjectReference

{this is the adult script}

; this is the script

SexLabFramework Property SexLab Auto

Event OnActivate(ObjectReference akActionRef)

if akActionRef

MologMasturbate(akActionRef as Actor)

EndIf

EndEvent

function MolagMasturbate(Actor Gotcha)

     actor[] sexActors = new actor[1]

     sexActor[0] = Gotcha

     sslBaseAnimation[] anims

     anims = Sexlab.PickAnimationsByActors()

     Sexlab.StartSex(sexActors, anims)

EndFunction

    

the compiler gives various errors each time 

first a question though: Do i have to script an sexlab animation to start stated in a function or can you just make a if-sentence and post the animation script in there.

second i get 2 erors for now( after thid two i get probably even more errors)

fist error is no viable alternative at input function

second error is missing EOF at endevent.

hope somebody can help me a little here. 

 

Functions don't execute as fall-through code.  I corrected your code, and it should work or at least get to the next error.

 

 

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hello evrybody,

(non moders wont understand this post i am sorry)

is there somebody experienced with modding who can help me a little with scripting a sexevent, i dont get 100% sure and working with the API.

i have made myself a script but ofc there are errors and things like that.

this is my script for now: (this script i want to have the pc masturbate at activation of the object this script is attached to.)

Scriptname Sacrifice_adult extends ObjectReference

{this is the adult script}

; this is the script

SexLabFramework Property SexLab Auto

Event OnActivate(ObjectReference akActionRef)

if akActionRef

MologMasturbate(akActionRef as Actor)

EndIf

EndEvent

function MolagMasturbate(Actor Gotcha)

     actor[] sexActors = new actor[1]

     sexActor[0] = Gotcha

     sslBaseAnimation[] anims

     anims = Sexlab.PickAnimationsByActors()

     Sexlab.StartSex(sexActors, anims)

EndFunction

    

the compiler gives various errors each time 

first a question though: Do i have to script an sexlab animation to start stated in a function or can you just make a if-sentence and post the animation script in there.

second i get 2 erors for now( after thid two i get probably even more errors)

fist error is no viable alternative at input function

second error is missing EOF at endevent.

hope somebody can help me a little here. 

 

Functions don't execute as fall-through code.  I corrected your code, and it should work or at least get to the next error.

 

ineed a function wont work inside a event.

still ofcourse some errors but first of all could you explain what you mean with the 2 Gotcha's you made in the code.

second of all do you or somebody else knows a sollution to the rest of the issues.

 variable sexActor is undefined

(15,5): only arrays can be indexed

(15,13): type mismatch while assigning to a none (cast missing or types unrelated)

(17,20): argument positions is not specified and has no default value

heres my code again right now

Scriptname Sacrifice_adult extends ObjectReference  

{this is the adult script}

; this is the script

 

SexLabFramework Property SexLab  Auto  

 

Event OnActivate(ObjectReference akActionRef)

    if akActionRef

        MolagMasturbate(akActionRef as Actor)

    EndIf

EndEvent 

 

function MolagMasturbate(actor Gotcha)

     actor[] sexActors = new actor[1]

     sexActor[0] = Gotcha

     sslBaseAnimation[] anims

     anims = Sexlab.PickAnimationsByActors()

     Sexlab.StartSex(sexActors, anims)

EndFunction

 

 

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hello evrybody,

(non moders wont understand this post i am sorry)

is there somebody experienced with modding who can help me a little with scripting a sexevent, i dont get 100% sure and working with the API.

i have made myself a script but ofc there are errors and things like that.

this is my script for now: (this script i want to have the pc masturbate at activation of the object this script is attached to.)

Scriptname Sacrifice_adult extends ObjectReference  {this is the adult script}; this is the scriptSexLabFramework Property SexLab  Auto  Event OnActivate(ObjectReference akActionRef)    if akActionRef        MologMasturbate(akActionRef as Actor)    EndIfEndEvent 	 function MolagMasturbate(Actor Gotcha)     actor[] sexActors = new actor[1]     sexActor[0] = Gotcha     sslBaseAnimation[] anims     anims = Sexlab.PickAnimationsByActors()     Sexlab.StartSex(sexActors, anims)EndFunction     	  

the compiler gives various errors each time 

first a question though: Do i have to script an sexlab animation to start stated in a function or can you just make a if-sentence and post the animation script in there.

second i get 2 erors for now( after thid two i get probably even more errors)

fist error is no viable alternative at input function

second error is missing EOF at endevent.

hope somebody can help me a little here. 

 

Functions don't execute as fall-through code.  I corrected your code, and it should work or at least get to the next error.

 

ineed a function wont work inside a event.

still ofcourse some errors but first of all could you explain what you mean with the 2 Gotcha's you made in the code.

second of all do you or somebody else knows a sollution to the rest of the issues.

 variable sexActor is undefined
(15,5): only arrays can be indexed
(15,13): type mismatch while assigning to a none (cast missing or types unrelated)
(17,20): argument positions is not specified and has no default value
heres my code again right now

Scriptname Sacrifice_adult extends ObjectReference  
{this is the adult script}
; this is the script
 
SexLabFramework Property SexLab  Auto  
 
Event OnActivate(ObjectReference akActionRef)
    if akActionRef
        MolagMasturbate(akActionRef as Actor)
    EndIf
EndEvent 
 
function MolagMasturbate(actor Gotcha)
     actor[] sexActors = new actor[1]
     sexActors[0] = Gotcha
     sslBaseAnimation[] anims
     anims = Sexlab.PickAnimationsByActors()
     Sexlab.StartSex(sexActors, anims)
EndFunction

 

 

 

 

Code corrected again, only added one "s".

 

Gotcha is an Actor variable defined for the function since by moving the MolagMasturbate function outside of the event it doesn't have access to the akActionRef variable so the new variable takes it's place.

 

You left off the "s" on sexActors when defining the sexActors variable which is why some of the other errors occurred.

 

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hello evrybody,

(non moders wont understand this post i am sorry)

is there somebody experienced with modding who can help me a little with scripting a sexevent, i dont get 100% sure and working with the API.

i have made myself a script but ofc there are errors and things like that.

this is my script for now: (this script i want to have the pc masturbate at activation of the object this script is attached to.)

Scriptname Sacrifice_adult extends ObjectReference  {this is the adult script}; this is the scriptSexLabFramework Property SexLab  Auto  Event OnActivate(ObjectReference akActionRef)    if akActionRef        MologMasturbate(akActionRef as Actor)    EndIfEndEvent 	 function MolagMasturbate(Actor Gotcha)     actor[] sexActors = new actor[1]     sexActor[0] = Gotcha     sslBaseAnimation[] anims     anims = Sexlab.PickAnimationsByActors()     Sexlab.StartSex(sexActors, anims)EndFunction     	  

the compiler gives various errors each time 

first a question though: Do i have to script an sexlab animation to start stated in a function or can you just make a if-sentence and post the animation script in there.

second i get 2 erors for now( after thid two i get probably even more errors)

fist error is no viable alternative at input function

second error is missing EOF at endevent.

hope somebody can help me a little here. 

 

Functions don't execute as fall-through code.  I corrected your code, and it should work or at least get to the next error.

 

ineed a function wont work inside a event.

still ofcourse some errors but first of all could you explain what you mean with the 2 Gotcha's you made in the code.

second of all do you or somebody else knows a sollution to the rest of the issues.

 variable sexActor is undefined
(15,5): only arrays can be indexed
(15,13): type mismatch while assigning to a none (cast missing or types unrelated)
(17,20): argument positions is not specified and has no default value
heres my code again right now

Scriptname Sacrifice_adult extends ObjectReference  
{this is the adult script}
; this is the script
 
SexLabFramework Property SexLab  Auto  
 
Event OnActivate(ObjectReference akActionRef)
    if akActionRef
        MolagMasturbate(akActionRef as Actor)
    EndIf
EndEvent 
 
function MolagMasturbate(actor Gotcha)
     actor[] sexActors = new actor[1]
     sexActors[0] = Gotcha
     sslBaseAnimation[] anims
     anims = Sexlab.PickAnimationsByActors()
     Sexlab.StartSex(sexActors, anims)
EndFunction

 

 

 

 

Code corrected again, only added one "s".

 

Gotcha is an Actor variable defined for the function since by moving the MolagMasturbate function outside of the event it doesn't have access to the akActionRef variable so the new variable takes it's place.

 

You left off the "s" on sexActors when defining the sexActors variable which is why some of the other errors occurred.

 

 

ooh oops i already corrected one typo in my script, So now the second one.

but so u mean with function MolagMasturbate(actor Gotcha) you define the pc as Gotcha, so you later can name the actor as Gotcha. insted of akActionRef or Game.Getplayer().

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hello evrybody,

(non moders wont understand this post i am sorry)

is there somebody experienced with modding who can help me a little with scripting a sexevent, i dont get 100% sure and working with the API.

i have made myself a script but ofc there are errors and things like that.

this is my script for now: (this script i want to have the pc masturbate at activation of the object this script is attached to.)

Scriptname Sacrifice_adult extends ObjectReference  {this is the adult script}; this is the scriptSexLabFramework Property SexLab  Auto  Event OnActivate(ObjectReference akActionRef)    if akActionRef        MologMasturbate(akActionRef as Actor)    EndIfEndEvent 	 function MolagMasturbate(Actor Gotcha)     actor[] sexActors = new actor[1]     sexActor[0] = Gotcha     sslBaseAnimation[] anims     anims = Sexlab.PickAnimationsByActors()     Sexlab.StartSex(sexActors, anims)EndFunction     	  

the compiler gives various errors each time 

first a question though: Do i have to script an sexlab animation to start stated in a function or can you just make a if-sentence and post the animation script in there.

second i get 2 erors for now( after thid two i get probably even more errors)

fist error is no viable alternative at input function

second error is missing EOF at endevent.

hope somebody can help me a little here. 

 

Functions don't execute as fall-through code.  I corrected your code, and it should work or at least get to the next error.

 

ineed a function wont work inside a event.

still ofcourse some errors but first of all could you explain what you mean with the 2 Gotcha's you made in the code.

second of all do you or somebody else knows a sollution to the rest of the issues.

 variable sexActor is undefined
(15,5): only arrays can be indexed
(15,13): type mismatch while assigning to a none (cast missing or types unrelated)
(17,20): argument positions is not specified and has no default value
heres my code again right now

Scriptname Sacrifice_adult extends ObjectReference  
{this is the adult script}
; this is the script
 
SexLabFramework Property SexLab  Auto  
 
Event OnActivate(ObjectReference akActionRef)
    if akActionRef
        MolagMasturbate(akActionRef as Actor)
    EndIf
EndEvent 
 
function MolagMasturbate(actor Gotcha)
     actor[] sexActors = new actor[1]
     sexActors[0] = Gotcha
     sslBaseAnimation[] anims
     anims = Sexlab.PickAnimationsByActors()
     Sexlab.StartSex(sexActors, anims)
EndFunction

 

 

 

 

Code corrected again, only added one "s".

 

Gotcha is an Actor variable defined for the function since by moving the MolagMasturbate function outside of the event it doesn't have access to the akActionRef variable so the new variable takes it's place.

 

You left off the "s" on sexActors when defining the sexActors variable which is why some of the other errors occurred.

 

 

ooh oops i already corrected one typo in my script, So now the second one.

but so u mean with function MolagMasturbate(actor Gotcha) you define the pc as Gotcha, so you later can name the actor as Gotcha. insted of akActionRef or Game.Getplayer().

 

i got one error left, of all the errors at the begin.

it says the argument position is not specified but required. 

i think thats crazy as a solo animation has only one posible position though. Do you know how to do this?

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i got one error left, of all the errors at the begin.

it says the argument position is not specified but required. 

i think thats crazy as a solo animation has only one posible position though. Do you know how to do this?

 

To do a solo animation you only need a single line of code, QuickStart().

Scriptname Sacrifice_adult extends ObjectReference  {this is the adult script}; this is the script SexLabFramework Property SexLab  Auto   Event OnActivate(ObjectReference akActionRef)    if akActionRef        SexLab.QuickStart(akActionRef as Actor)    EndIfEndEvent 

You're current posted version will work to, you just need to remove the "anims = Sexlab.PickAnimationsByActors()", what you're trying to do there is more or less pointless, and wrong seeing as you aren't even giving it arguments to pick animations by, you'd have to pass it your sexActors array so it knows what to pick animations for. But this is pointless because it's just going to default to selecting the default solo animations, which SexLab does automatically if you  pass it no animations to begin with.

 

 

And make sure you're actually filling th e SexLabFramework property - you should only have the one correct choice of what to fill it with if you loaded the mod with SexLab.esm checked.

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i got one error left, of all the errors at the begin.

it says the argument position is not specified but required. 

i think thats crazy as a solo animation has only one posible position though. Do you know how to do this?

 

To do a solo animation you only need a single line of code, QuickStart().

Scriptname Sacrifice_adult extends ObjectReference  {this is the adult script}; this is the script SexLabFramework Property SexLab  Auto   Event OnActivate(ObjectReference akActionRef)    if akActionRef        SexLab.QuickStart(akActionRef as Actor)    EndIfEndEvent 

You're current posted version will work to, you just need to remove the "anims = Sexlab.PickAnimationsByActors()", what you're trying to do there is more or less pointless, and wrong seeing as you aren't even giving it arguments to pick animations by, you'd have to pass it your sexActors array so it knows what to pick animations for. But this is pointless because it's just going to default to selecting the default solo animations, which SexLab does automatically if you  pass it no animations to begin with.

 

 

And make sure you're actually filling th e SexLabFramework property - you should only have the one correct choice of what to fill it with if you loaded the mod with SexLab.esm checked.

 

Well i thought harder than it would have to be LOL.

Thanks ashal.

didnt kew sexlab would be that smart (im sorry)

G^*&%(*& ugh.. probalby im jsut dumb or papyrus is made to make everybody angry.

got his script right now:

ScriptName MolagSleep extends ObjectReference Message Property MolagQuestionSleep  Auto  SexLabFramework Property SexLab  Autoint button function MolagMasturbate(actor Gotcha)     actor[] sexActors = new actor[1]     sexActors[0] = Gotcha     sslBaseAnimation[] anims	 Sexlab.StartSex(sexActors, anims)EndFunction function Sleep() RegisterForSleep() EndFunction  event OnsleepStop (Bool abInterupted)  if abInterupted      Debug.Notification("You have decide to cancel your sleep")	 button = MolagQuestionSleep.show() 	 	   if button == 1	     Debug.Notification("You're wake-up is caused by arousal")		 MolagMasturbate(Gotcha as actor)        ; start solo time		 EndIf		 	   if button == 0         Debug.Notification("you're wake-up is caused by something else")		EndIf ElseDebug.Notification("You wake up fully rested and well")Utility.Wait(1)Debug.MessageBox("You're arousal level has raised because of naughty dreams")Utility.Wait(1)MolagMasturbate(Gotcha as actor)		EndIf				EndEvent 		  

 

the compiler complains a lot if i use the quicksex command and if i use the expanded version it cries akActionRef is undefinded.

if i use like onactivate its not a problem as you like note OnActivate(objectreference akActionref) 

but here i use OnSleepStop so... objectreference akActionRef doesnt work here. is there another thng here to define akaActionRef or something (without masturbate the script works 100% fine(in the compiler atleast) )

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i really like the new version to have the possibility to force a npc to use a bed. 


Also please watch my post above this one. as i editted it and probably wont show up on the my content page.


 


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I had downloaded a mod that currently doesn't support 1.6alpha, so I was wondering about entering a command directly into the console.


For example,


sexlab.quickstart(sexlab.playerref,????generic_actor_no_name_given, victim=sexlab.playerref, animationtags="aggressive").


 


It's the only command I could glean from a search of the thread, but I have no idea how to add the person in front of me


(eg, "dremora outcast").


I use a loverslab mod that requires the player to be very friendly with generic Dremora outcasts.


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Search didn't show anything, didn't see in API guide.


 


Does Sexlab provide a condition or keyword that could be used to detect if an actor is busy having sex? Specifically, at the dialogue/package condition level.


 


If I can use SexLab.IsActorActive as a condition for dialgogue activation I don't know how.


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Search didn't show anything, didn't see in API guide.

 

Does Sexlab provide a condition or keyword that could be used to detect if an actor is busy having sex? Specifically, at the dialogue/package condition level.

 

If I can use SexLab.IsActorActive as a condition for dialgogue activation I don't know how.

 

There is no condition you can use for dialogue, IsActorActive() is the best function to use, but only in terms of scripting. I've been meaning to look into providing conditions to use for dialogue, it just hasn't been a priority however.

 

Moreover, if the player is engaged in dialogue, chances are extremely high that they aren't currently involved in a sex scene to begin with, making a condition for it kind of pointless.

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Search didn't show anything, didn't see in API guide.

 

Does Sexlab provide a condition or keyword that could be used to detect if an actor is busy having sex? Specifically, at the dialogue/package condition level.

 

If I can use SexLab.IsActorActive as a condition for dialgogue activation I don't know how.

 

There is no condition you can use for dialogue, IsActorActive() is the best function to use, but only in terms of scripting. I've been meaning to look into providing conditions to use for dialogue, it just hasn't been a priority however.

 

Moreover, if the player is engaged in dialogue, chances are extremely high that they aren't currently involved in a sex scene to begin with, making a condition for it kind of pointless.

 

 

After I made that post, I realized I could possibly apply it to the force greet quest conditions instead of the dialog conditions, but if there's no condition at all It's a moot point on my end.

 

Specifically, I'm trying to stop a force greet from completing under certain conditions. Since the script logic to check for sexlab encounter can happen tens of seconds before the NPC reaches the player at times, this npc search has a long range, there's plenty of time for the player to find themselves in an encounter with the right mods, and I thought I could cancel the greet if I used a condition. I was guessing, not even sure it would work, but couldn't find a better method otherwise.

 

There isn't even a variable I can get with GetVMQuest/ScriptVariable it seems, oh well.

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I have a quick question: Is there a way to make a bed unusable in vanilla way so it wont pop-up the sleep menu, but  activateable for another event like i want to. LAL uses a bed this way though i dont know how they did that.


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I'm betting Arthmoor used a separate static object that wasn't set up as a bed

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I'm betting Arthmoor used a separate static object that wasn't set up as a bed

i know he did such kinda thing but i want that myself. but then with my own code. Maybe someone can make it for me or something? will include a credit for the person in my mod description when I realease it.

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I'm betting Arthmoor used a separate static object that wasn't set up as a bed

i know he did such kinda thing but i want that myself. but then with my own code. Maybe someone can make it for me or something? will include a credit for the person in my mod description when I realease it.

 

 

I'm not sure how Skyrim handles activators. You probably just need to make a new static object record using the bed mesh you want. All inside the CK.

 

But there might be something special about the NIF file itself? I really don't know.

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I'm betting Arthmoor used a separate static object that wasn't set up as a bed

i know he did such kinda thing but i want that myself. but then with my own code. Maybe someone can make it for me or something? will include a credit for the person in my mod description when I realease it.

 

 

I'm not sure how Skyrim handles activators. You probably just need to make a new static object record using the bed mesh you want. All inside the CK.

 

But there might be something special about the NIF file itself? I really don't know.

 

Yeah I indeed need a static object for this, though I don't know how to make it. :P. that's why I ask here and maybe someone has made one, or wants to make it for me. Or maybe someone knows how to make one and can learn me to do it. I know that you don't know the answer but maybe someone else here does.

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i want to use the voices from defeat as default for my character but they are not available in the sexlab mcm menu, how?


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I'm betting Arthmoor used a separate static object that wasn't set up as a bed

i know he did such kinda thing but i want that myself. but then with my own code. Maybe someone can make it for me or something? will include a credit for the person in my mod description when I realease it.

 

 

I'm not sure how Skyrim handles activators. You probably just need to make a new static object record using the bed mesh you want. All inside the CK.

 

But there might be something special about the NIF file itself? I really don't know.

 

Yeah I indeed need a static object for this, though I don't know how to make it. :P. that's why I ask here and maybe someone has made one, or wants to make it for me. Or maybe someone knows how to make one and can learn me to do it. I know that you don't know the answer but maybe someone else here does.

 

 

This is kinda Creation Kit 101, you should probably look up some tutorials about adding new objects to the world.

 

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does it come with footjob animations?


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