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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

 

SexLab 1.60.2 Hotfix 2:

  • Added back in a copy of MfgConsoleFunc and reverted expression functions to use them instead of SKSE's native functions.

 

 

upgraded my system, and did the clean system option in SexLab. However, it seems I stuck get stuck facial expressions, only mfg reset command will seem to fix it.

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Added back in a copy of MfgConsoleFunc and reverted expression functions to use them instead of SKSE's native functions.

 

Do I need to keep mfgConsole installed or uninstall it? Sorry I'm a bit of noob if you don't mind. :D

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SexLab 1.60.2 Hotfix 2:

  • Added back in a copy of MfgConsoleFunc and reverted expression functions to use them instead of SKSE's native functions.

 

 

upgraded my system, and did the clean system option in SexLab. However, it seems I stuck get stuck facial expressions, only mfg reset command will seem to fix it.

 

 

Stuck expressions has nothing to do with MfgConsoleFunc, the SKSE expression functions, or even really SexLab, and has been a thing since day 1 of the expression system being in SexLab. It's the result of script priorities between mods, lag, and many other things SexLab has no real control over. 

 

 

 

Added back in a copy of MfgConsoleFunc and reverted expression functions to use them instead of SKSE's native functions.

 

Do I need to keep mfgConsole installed or uninstall it? Sorry I'm a bit of noob if you don't mind. :D

 

 

Doesn't matter, they are the exact same files.

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SexLab 1.60.2 Hotfix 2:

  • Added back in a copy of MfgConsoleFunc and reverted expression functions to use them instead of SKSE's native functions.

 

 

upgraded my system, and did the clean system option in SexLab. However, it seems I stuck get stuck facial expressions, only mfg reset command will seem to fix it.

 

 

Stuck expressions has nothing to do with MfgConsoleFunc, the SKSE expression functions, or even really SexLab, and has been a thing since day 1 of the expression system being in SexLab. It's the result of script priorities between mods, lag, and many other things SexLab has no real control over. 

 

 

Oh I see, i never had an issue with them before until the 1.60 upgrade, I'll see if I can switch some things around for a fix.

Although the hotfix 2 made it so it's no so off-putting, but still there.

 

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Stuck expressions has nothing to do with MfgConsoleFunc, the SKSE expression functions, or even really SexLab, and has been a thing since day 1 of the expression system being in SexLab. It's the result of script priorities between mods, lag, and many other things SexLab has no real control over. 

 

Oh I see, i never had an issue with them before until the 1.60 upgrade, I'll see if I can switch some things around for a fix.

Although the hotfix 2 made it so it's no so off-putting, but still there.

 

 

Actually, looks like I forgot to change the animation exit expression reset scripting to MfgConsoleFunc and it's still using the SKSE version. What you're probably seeing is actually the slightly open mouth issue the SKSE functions cause and are the reason for putting MfgConsoleFunc back in.

 

I'll reupload hotfix 2 in a moment with the right functions swapped in.

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Stuck expressions has nothing to do with MfgConsoleFunc, the SKSE expression functions, or even really SexLab, and has been a thing since day 1 of the expression system being in SexLab. It's the result of script priorities between mods, lag, and many other things SexLab has no real control over. 

 

Oh I see, i never had an issue with them before until the 1.60 upgrade, I'll see if I can switch some things around for a fix.

Although the hotfix 2 made it so it's no so off-putting, but still there.

 

 

Actually, looks like I forgot to change the animation exit expression reset scripting to MfgConsoleFunc and it's still using the SKSE version. What you're probably seeing is actually the slightly open mouth issue the SKSE functions cause and are the reason for putting MfgConsoleFunc back in.

 

I'll reupload hotfix 2 in a moment with the right functions swapped in.

 

 

 

Hotfix 2 patch is re-uploaded now with fix. If you downloaded it before the time of this post, re-download it.

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I have hotfix 2 but I can't install new animations because the list won't get updated. First I enable a few from another mod, then I click "reset animation registry". After waiting and seeing the messages "Character Animations added" and "Animation registry successfully reset". I go into the SexLab Toggle Animations menu and there is still the same old setup. I was able to add a limited number with hotfix 1, but only around 5 new animations, and only after several resets. Any suggestions?

 

The problem is that the old animations are in the way for adding new ones. It would be really nice if we had more freedom to configure our own setup.

 

I assume you are actually checking the second page for the additional animations, via the page select button in the top right of the animation toggle options? If so then the only way I could tell you anything concrete is to see a debug log.

 

 

I didn't have a second page but I noticed that I had an old version of FNIS. Updating solved the problem. Thanks.

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would it be possible to post sexlab 1.59c again until other mods have fixed their compatibilty issues with 1.60? BTW Thanks so much for all your work on 1.60! 


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Hi Ashal

 

I had a question that apparently got lost in the churn of the thread. 

 

http://www.loverslab.com/topic/16623-skyrim-sexlab-sex-animation-framework-v1602-hotfix-2-updated-sep-1st-2015/page-450#entry1300552

 

What is the right way to test if SexLab is Installed? (as in, enabled and running after INSTALL from MCM).

 

SexLab.Enabled tells you if sex can be started or not. It'll be false whenever sexlab is in the process of installing/updating, or the user has toggled sexlab off from the MCM menu.

 

Then there are modevents for "SexLabInstalled" and "SexLabUpdated", they send a single int argument that is version installed or updated. "SexLabInstalled" contrary to the name is sent both when it is first installed on a save, and also when somebody runs the rebuild option from sexlab MCM. "SexLabUpdated" is as you can probably guess, sent whenever sexlab finishes updating from one version to another.

 

If you wanted to go the property route rather than mod events and SexLab.Enabled isn't good enough, a hack-y, unsupported, method of doing it would be to call "(SexLab.GetNthAlias(0) as sslSystemAlias).IsInstalled" This property was primarily added for internal use, so the MCM can check if it should show the install menu or regular sexlab menu, but it should be safe to use for other things as it's unlikely to ever change, except maybe to become a supported API property you can access the normal way.

 

 

Thanks. I tried SexLab.Enabled but it returns True when SexLab is enabled but not started yet, which makes it unuseable to delay a mod or alert users to first activate SexLab. 

 

Would you consider adding a simple StorageUtil flag to indicate if SexLab is currently ON or OFF? 

 

In the meantime, I will try the hacky way :)

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I got notification in notification area hotfix 2 was updated. There was no change to the hotfix 2 uploaded earlier?


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Tested fairly extensively the new Hotfix 1.60.2 (both the initial upload and the second upload shortly after).


The good news (for ZaZ users) is that mouths are now responding to gags properly, as they did with 1.59c (with 1.60, Hotfix 1 the mouths just ignored the gag and clipped through it)


The bad news is that expressions still are not working. Blank stares all around. (initiating from Submit and Puppet Master)  And the expression editor no longer works to force an expression. (With 1.60.1, I could force an expression but it stayed there until reloading the game)  But the Mfg Console is appearing in the console now.


Not ruling out that it's something at my end, would like to hear other testers results with 1.60.2. 


I have a pretty simple build:


Sexlab 1.60.2


Zaz 607


FNIS 5.5


SKSE 1.7.3


SkyUI 5.1


Submit 8.14


Puppet Master 1.7


 


Plus I use Nusbie's voices and SL Extra Voices 1.1b --- I thought that maybe these extra voices were not properly configured to use SL expressions, so I disabled them, with no effect.


 


Wondering if I should try rolling back to a previous build of SKSE, or even FNIS?  Have tried rolling back to SL 1.59c, but with SKSE 1.7.3, expressions still did not work.


 


Edit: Should have known better, SL 1.60.2 does not function at all with SKSE 1.7.2.  Next step, rolling back everything to the functioning build I had until recently. Lessons learned, if it isn't broken... and all that. ;)


 


The build that worked:


Sexlab 1.59c


ZaZ 601


FNIS 5.1


SKSE 1.7.2


SkyUI 4.1


Submit 8.14


Puppet Master 1.7


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would it be possible to post sexlab 1.59c again until other mods have fixed their compatibilty issues with 1.60? BTW Thanks so much for all your work on 1.60! 

previous page of the posts here, somebody already uploaded it

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I got notification in notification area hotfix 2 was updated. There was no change to the hotfix 2 uploaded earlier?

 

Exactly 4 posts up from your question is the answer. Reading is fundamental my friend. ;)

 

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Ashal, could you, in next hotfix, to sort the sexlab native animations by author at least? Until now is being a little hard to find the animations we want to toggle off.


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Revisiting my previous post, all the errors I reported were fixed by hotfix 2 (teleportation in particular).


 


I have tested as many animations as I could in Eager NPCs, and there are three that still have issues. Rough behind and arrok rape cause the NPC to fall through the floor, but only to their waist. Arrok anal has the dom NPC just stand with arms spread and swaying back and forth. These may be issues with the animations themselves, not sexlab.


 


Captured Dreams, seems ok too, the zaz gags in the shop do not clip, the chained animations are displayed properly.


 


Thanks Ashal, I think this one is a keeper, at least for me. I particularly like that high heel scripts now get restored after the act.


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Thank you Ashal (and if you have a team Thanks to them as well).


The latest hotfix fixed the expression problems right off the bat. Cheers :)


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updating from 1.59c to 1.6 resets the sex diary, is that normal?


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on with more stupid questions, how do i install the hotfix with the nexus mod manager... it keeps running into problems when i try to install it... it wants to overwrite files, i say yes to all but it still fails to install, not sure on what it does to the 160framework itself...

 

another funny thing, not sure where to go with this one, is that a quest from radiant prostitution sends me to werewolves... and i use the sos schlongs for skyrim... the werewolves... err.. schlongs... dont really line up for penetration, mostly they are pointed in odd directions... should i go to radiant prostitution or sos schlongs for skyrim with this problem? also... the little wolves there have no schlongs at all so i dont know what they are banging me with :s

my install with nmm worked fine. Maybe redownload the hotfix. worked for me sometimes with other mods

 

 

well... that worked... funny as it is...

 

now there is still that curved up twisted non-right-way pointin schlongs with werewolves...

 

any ideas?

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Sorry about this but I seem to be experiencing one more issue. The sex animation stages progress as normal but the animation gets stuck at the last stage i.e. it keeps on going even though i have my timer set for 10 seconds. To end it, I press the spacebar (hotkey to manually advance stage) and then Boom.....CTD. Just before the CTD I can distinctly hear multiple orgasm sounds even though the orgasm stage has long passed. Any help would be appreciated.


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updating from 1.59c to 1.6 resets the sex diary, is that normal?

 

Supposedly it shouldn't be but it happened to me too.

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Hotfix 2 is working beautifully for me here. And I just have to say, the inclusion of a schlong-adjustment hotkey in 1.60 is an absolute godsend. Thanks, Ashal.


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wait... schlong adjustment hotkey? i didnt see any of those... other than the curve up/down thing... hmm... still... i have a feeling that i would have to use it every time that happens... and im already sheding tears every time i try to align the characters to proper positions so they woulnt be suckin air or sticking dicks in my eyes -_-


as it is the schlong doesnt only mismatch the werewolf animations... there are other animations where the schlong is facing in a totally different direction than it should be... sometimes straight up while it should be pointing forwards... sigh... 3 years since i started to look for skyrim sex mods... guess they never will be near perfect :( although i would settle for proper animation alignments 8-)


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wait... schlong adjustment hotkey? i didnt see any of those... other than the curve up/down thing... hmm... still... i have a feeling that i would have to use it every time that happens... and im already sheding tears every time i try to align the characters to proper positions so they woulnt be suckin air or sticking dicks in my eyes -_-

 

It works the same as the other adjustment hotkeys and the changes you make are saved to your adjustment profile. By default for me it was set to the Esc key, which wouldn't do anything, but I re-mapped it in the MCM.

 

In an animation make sure you're set to adjust the correct character (toggling with the K key) and then press your schlong key to move it up, or hold shift and press it to move it down. It only does it for that stage of the animation, even if you're not holding down Right Ctrl for this-stage-only adjustments like the others.

 

Before if you wanted to save schlong tilt for an animation you had to play it through the animation test function in the MCM, then open the MCM again when the animation was playing and adjust the value for each animation stage, repeating the process every time you needed to tweak it because any changes made didn't apply to the currently-in-progress stage until the next time you got to it. It took hours and didn't always seem to work. This is so, so much easier.

 

Dicks now go where dicks should go :lol:

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wait... schlong adjustment hotkey? i didnt see any of those... other than the curve up/down thing... hmm... still... i have a feeling that i would have to use it every time that happens... and im already sheding tears every time i try to align the characters to proper positions so they woulnt be suckin air or sticking dicks in my eyes -_-

 

 

If you check into the Sexlab hotkey submenu, you will find there is a key assigned to the schlong. It will move theschlong up (and down, pressing shift). One of the most relevant new features of 1.6.

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wait... schlong adjustment hotkey? i didnt see any of those... other than the curve up/down thing... hmm... still... i have a feeling that i would have to use it every time that happens... and im already sheding tears every time i try to align the characters to proper positions so they woulnt be suckin air or sticking dicks in my eyes -_-

 

It works the same as the other adjustment hotkeys and the changes you make are saved to your adjustment profile. By default for me it was set to the Esc key, which wouldn't do anything, but I re-mapped it in the MCM.

 

In an animation make sure you're set to adjust the correct character (toggling with the K key) and then press your schlong key to move it up, or hold shift and press it to move it down. It only does it for that stage of the animation, even if you're not holding down Right Ctrl for this-stage-only adjustments like the others.

 

Before if you wanted to save schlong tilt for an animation you had to play it through the animation test function in the MCM, then open the MCM again when the animation was playing and adjust the value for each animation stage, repeating the process every time you needed to tweak it because any changes made didn't apply to the currently-in-progress stage until the next time you got to it. It took hours and didn't always seem to work. This is so, so much easier.

 

Dicks now go where dicks should go :lol:

 

indeed... the schlongs go where they should go... after i updated the hotfix the option for it appeared... not sure how it will work for the werewolves since their schlongs are sooooo messed up... but will see how it goes... 

but yeah... it wasnt in the 160 but it showed up in the hotfix... 

still wish there was a better way tho...

for instance... there is the schlongs and texture mods and then the animation mods... why not make a set of mods that actually work flawelessly with each other instead of downloading them seperately and then adjusting them... would be nice to go to a mod, get the list of other mods its supposedly working with the best and then download those textures, animations etc and get the perfect mod combo so to say...

i dont know... maybe im just sooooooo picky :D

well, at least i get hard every 10 min now when i play the game :D

not sure if thats a good thing tho...

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