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rydin

Non-SexLab Animation Pack

3,127 posts in this topic

Yes i do know that SL 1.60 is not fully compatible with NSAP 2.7C as it stands, however, a bunch of experienced modders/mod users seem to either have a work around or are not facing this issue (reverse direction to phase 1), on the other hand a bunch of inexperienced mod users seem to be facing this issue quite widely, we had 3 people report this issue on the SL 1.60RC2 thread on the same page/ same day. Its obvious that even though there are minor conflicts, SL 1.60 RC2 and NSAP 2.7c do have a good chance of functioning together but we, the inexperienced bunch are most likely missing something.

 

Please take your time and let us know what you find, your assistance in this matter is greatly appreciated by us.

 

 

The best and honest answer I can give you is to be patient. I understand that some people are experienced modders and some aren't; I have never modded before and NSAP is the first thing I've kinda put out there from the extremely little experience and knowledge I've had. But I am not a teacher. So those who have found their own work arounds are by there own means, I may not even know what they have done.

 

I think the thing you are missing is the understanding that the scripts for how SexLab 1.59c and below are slightly changed for 1.60 and above which means NSAP may not fit in too well and might need some tweeks from my end. As a non-modder I would assume you haven't looked much at the scripts. They are minor changes but enough to mean some issues can occur. What you also need to understand is that NSAP has not changed. SexLab has. Where as this does not mean that SexLab is to blame, it also means NSAP may need an update. And this is where NSAP 3.0 will come in.

 

There is no special way to install NSAP. You install SexLab first, then you install NSAP. Job done. Error and bugs can happen for a multitude of reasons and some may even be local to the user. I can only assist where I can by looking for the faults.

 

I'm afraid though, on using SexLab 1.60 RC2 and NSAP 2.7c, I have played through 30 animations; 10 in SexLab only, 10 in NSAP only and 10 which are duplicated in NSAP and SexLab and I cannot create the issue of not being able to reverse to stage one. This is on a base game with only SexLab and NSAP installed. What I really need is most likely somoeone to tell me what they are doing. Are they skipping scenes using the change aniamtion option? Are they using a certain mod to activate scenes? Are they using the SexLab Test Animation feature? Are there common animations where they cannot reverse the stages that people are using so I can try narrow down the issue? I am afraid I cannot fix it if I cannot recreate, locate and isolate the issue. I need a lot more than just "cannot reverse scenes" and "three people have reported the issue".

 

So for now, I either need more information or I need someone to make a new game with just SexLab 1.60 RC2 and NSAP 2.7c installed (preferably on Mod Organizer as it will have a clean load) and tell me if they get this issue and the names of the aniamtions which have the issue.

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CPU,

I am assuming that if you remove the animations from NSAP that are already included in SL 1.60 RC2 by default, any tag changes you're talking about will ONLY be for animations in the NSAP animations. Is that correct understanding?

 

First, rydin has to approve.

Then, yes, you are correct. There is a document explaining tags that is used for SL 1.60 and (probably) will be used also for the future version of NSAP and Zaz Anim Pack.

The changes will be only in NSAP for this one. (SL 1.60 has already these changes.)

 

And what I am proposing here is to help Rydin for the new version of NSAP. (The old one will ramin 100% compatible with SL 1.59c, but I don't think the version I am proposing will NOT be compatible with SL 1.59c. It will just miss some animations.)

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CPU,

I am assuming that if you remove the animations from NSAP that are already included in SL 1.60 RC2 by default, any tag changes you're talking about will ONLY be for animations in the NSAP animations. Is that correct understanding?

 

First, rydin has to approve.

Then, yes, you are correct. There is a document explaining tags that is used for SL 1.60 and (probably) will be used also for the future version of NSAP and Zaz Anim Pack.

The changes will be only in NSAP for this one. (SL 1.60 has already these changes.)

 

And what I am proposing here is to help Rydin for the new version of NSAP. (The old one will ramin 100% compatible with SL 1.59c, but I don't think the version I am proposing will NOT be compatible with SL 1.59c. It will just miss some animations.)

 

 

Replied via PM. ^^

 

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CPU,

I am assuming that if you remove the animations from NSAP that are already included in SL 1.60 RC2 by default, any tag changes you're talking about will ONLY be for animations in the NSAP animations. Is that correct understanding?

 

First, rydin has to approve.

Then, yes, you are correct. There is a document explaining tags that is used for SL 1.60 and (probably) will be used also for the future version of NSAP and Zaz Anim Pack.

The changes will be only in NSAP for this one. (SL 1.60 has already these changes.)

 

And what I am proposing here is to help Rydin for the new version of NSAP. (The old one will ramin 100% compatible with SL 1.59c, but I don't think the version I am proposing will NOT be compatible with SL 1.59c. It will just miss some animations.)

 

 

OK. Understood about waiting for Rydin's approval. That is as it should be.

 

I'm just testing 1.60RC2 in a few different MO profiles and I have held off installing NSAP because of the consistence issues when running FNIS (as expected). I am looking forward to having more of my favorite animations back in the rotation! :)

 

But.... when the time is right and proper arrangements are made. I understand this. :)

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Replied via PM. ^^

 

 

Then, for everybody else: SUSPENSE !

 

:D  :lol:  :D  :lol:  :P

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Amen to this!

 

 

Thanks but rydin is the only one that can approve.

 

 

I didnt mean i was approving or attempting to, it was just a thumbs up in anticipation of Rydin's response. :)

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Amen to this!

 

 

Thanks but rydin is the only one that can approve.

 

 

I didnt mean i was approving or attempting to, it was just a thumbs up in anticipation of Rydin's response. :)

 

 

What A Liar you are Seth xD

 

Go for it CPU, removing the duplicates that exist in Sexlab 1.60 would open the way for a lot more animations :)

 

Either way Good Luck.

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Amen to this!

 

 

Thanks but rydin is the only one that can approve.

 

 

I didnt mean i was approving or attempting to, it was just a thumbs up in anticipation of Rydin's response. :)

 

 

What A Liar you are Seth xD

 

Go for it CPU, removing the duplicates that exist in Sexlab 1.60 would open the way for a lot more animations :)

 

Either way Good Luck.

 

 

CPU is helping me with 3.0, which by that time ideally all animations should be ready to be shift to Sexlab 1.60 bar some that are too abstract (ie furniture)

 

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Good to know @Rydin , Good Luck to both of you :)


 


Altought I got a question about the Furniture animations, will they always have the chance of the furniture being stuck on your after the animation ends? or will it be fixed in later versions?


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Yes i do know that SL 1.60 is not fully compatible with NSAP 2.7C as it stands, however, a bunch of experienced modders/mod users seem to either have a work around or are not facing this issue (reverse direction to phase 1), on the other hand a bunch of inexperienced mod users seem to be facing this issue quite widely, we had 3 people report this issue on the SL 1.60RC2 thread on the same page/ same day. Its obvious that even though there are minor conflicts, SL 1.60 RC2 and NSAP 2.7c do have a good chance of functioning together but we, the inexperienced bunch are most likely missing something.

 

Please take your time and let us know what you find, your assistance in this matter is greatly appreciated by us.

 

 

The best and honest answer I can give you is to be patient. I understand that some people are experienced modders and some aren't; I have never modded before and NSAP is the first thing I've kinda put out there from the extremely little experience and knowledge I've had. But I am not a teacher. So those who have found their own work arounds are by there own means, I may not even know what they have done.

 

I think the thing you are missing is the understanding that the scripts for how SexLab 1.59c and below are slightly changed for 1.60 and above which means NSAP may not fit in too well and might need some tweeks from my end. As a non-modder I would assume you haven't looked much at the scripts. They are minor changes but enough to mean some issues can occur. What you also need to understand is that NSAP has not changed. SexLab has. Where as this does not mean that SexLab is to blame, it also means NSAP may need an update. And this is where NSAP 3.0 will come in.

 

There is no special way to install NSAP. You install SexLab first, then you install NSAP. Job done. Error and bugs can happen for a multitude of reasons and some may even be local to the user. I can only assist where I can by looking for the faults.

 

I'm afraid though, on using SexLab 1.60 RC2 and NSAP 2.7c, I have played through 30 animations; 10 in SexLab only, 10 in NSAP only and 10 which are duplicated in NSAP and SexLab and I cannot create the issue of not being able to reverse to stage one. This is on a base game with only SexLab and NSAP installed. What I really need is most likely somoeone to tell me what they are doing. Are they skipping scenes using the change aniamtion option? Are they using a certain mod to activate scenes? Are they using the SexLab Test Animation feature? Are there common animations where they cannot reverse the stages that people are using so I can try narrow down the issue? I am afraid I cannot fix it if I cannot recreate, locate and isolate the issue. I need a lot more than just "cannot reverse scenes" and "three people have reported the issue".

 

So for now, I either need more information or I need someone to make a new game with just SexLab 1.60 RC2 and NSAP 2.7c installed (preferably on Mod Organizer as it will have a clean load) and tell me if they get this issue and the names of the aniamtions which have the issue.

 

 

I am all for waiting and i appreciate all the effort you put in to help mod users like myself.

As you pointed out, most of those that have found a work around seem to have some familiarity with Papyrus, i am not a scripter and have never looked at scripting ever, i really intend to learn but my work schedule hardly leaves me with any time to learn a complex language.

 

I am completely aware that Sex Lab has changed, not NSAP because the latter works spot on with 1.59C. As with most complex scenarios (SL in this case), it seems like a magnitude of elements that add to a potential problem, the load order, the save game etc play an important role in a game's stability which is also why experienced modders have more stable games, just from reading the Papyrus log and while others may face glitches that seem to have no solution, experienced modders seem to be able to narrow down issues and interpret resolutely. I am relentlessly trying to learn and find ways to make my game most stable but i know that involves effort and patience like everything else and im all for hat.

 

Here is some info, i am not sure how much it will help but if we can work together to provide a temporary fix until 3.0 is officially released, i know it will make a lot of people happy.

 

1) Not skipping scenes, just go from 1 to 2 and then cant get back to 1, can get from 2 to 3, 3 to 2 etc but never to one.

2) I have also tried manipulating stages with other tools such as SL tools 2.0, they work with default SL 1.60RC2 but never with NSAP 2.7C. So ive tried going from 5 to 1, 3 to 1 etc through that in addition to only installing SL and NSAP.

3) I have also tried only through the SL 1.60RC 2 test animation feature in MCM and it has the same issue.

4) I have also activated anims through Matchmaker and the issue persists.

5) All NSAP anims only and none of SL 1.60RC 2 anims.

 

I did intend to help with as much info as i can but i was waiting to see if this is a known issue, since it isn't please tell me what else you need and i shall provide.

 

Thanks again for all the support.

 

 

 

 

Amen to this!

 

 

Thanks but rydin is the only one that can approve.

 

 

I didnt mean i was approving or attempting to, it was just a thumbs up in anticipation of Rydin's response. :)

 

 

What A Liar you are Seth xD

 

Go for it CPU, removing the duplicates that exist in Sexlab 1.60 would open the way for a lot more animations :)

 

Either way Good Luck.

 

 

Haha, love a good sense of humor! ;)

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Good to know @Rydin , Good Luck to both of you :)

 

Altought I got a question about the Furniture animations, will they always have the chance of the furniture being stuck on your after the animation ends? or will it be fixed in later versions?

 

There is no easy solution for this.

Nothing that SexLab or NSAP or any other mod can do.

 

The only way I was able to avoid was to play an animation with an empty animobject, and then stop it right away.

But if you do this then the NPC will have a serious glitch.

 

I think it is a limitation of the GameByro 3 that is used by Skyrim.

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Good to know @Rydin , Good Luck to both of you :)

 

Altought I got a question about the Furniture animations, will they always have the chance of the furniture being stuck on your after the animation ends? or will it be fixed in later versions?

 

There is no easy solution for this.

Nothing that SexLab or NSAP or any other mod can do.

 

The only way I was able to avoid was to play an animation with an empty animobject, and then stop it right away.

But if you do this then the NPC will have a serious glitch.

 

I think it is a limitation of the GameByro 3 that is used by Skyrim.

 

 

Damn that sucks... lets hope we wont have such problems in Fallout4... else is gonna be a damn pain...

 

I mean its a Post Apocalyptic World, if you tap in the adult side(Sex/Drugs and anything else) there are a lot of ways that you can do that in Fallout 4, even more if you could use the furniture's around you to initiate a sex act.

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Good to know @Rydin , Good Luck to both of you :)

 

Altought I got a question about the Furniture animations, will they always have the chance of the furniture being stuck on your after the animation ends? or will it be fixed in later versions?

 

I actually think this is an FNIS issue. As it's FNIS that let you add them, so there must be someway to make them come off. I find furniture useually gets stuck when changing mid scene and that's the real issue. I wouldn't know how to combat that unless there was something to reset every animation after a scene switch.

 

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I am all for waiting and i appreciate all the effort you put in to help mod users like myself.

As you pointed out, most of those that have found a work around seem to have some familiarity with Papyrus, i am not a scripter and have never looked at scripting ever, i really intend to learn but my work schedule hardly leaves me with any time to learn a complex language.

 

I am completely aware that Sex Lab has changed, not NSAP because the latter works spot on with 1.59C. As with most complex scenarios (SL in this case), it seems like a magnitude of elements that add to a potential problem, the load order, the save game etc play an important role in a game's stability which is also why experienced modders have more stable games, just from reading the Papyrus log and while others may face glitches that seem to have no solution, experienced modders seem to be able to narrow down issues and interpret resolutely. I am relentlessly trying to learn and find ways to make my game most stable but i know that involves effort and patience like everything else and im all for hat.

 

Here is some info, i am not sure how much it will help but if we can work together to provide a temporary fix until 3.0 is officially released, i know it will make a lot of people happy.

 

1) Not skipping scenes, just go from 1 to 2 and then cant get back to 1, can get from 2 to 3, 3 to 2 etc but never to one.

2) I have also tried manipulating stages with other tools such as SL tools 2.0, they work with default SL 1.60RC2 but never with NSAP 2.7C. So ive tried going from 5 to 1, 3 to 1 etc through that in addition to only installing SL and NSAP.

3) I have also tried only through the SL 1.60RC 2 test animation feature in MCM and it has the same issue.

4) I have also activated anims through Matchmaker and the issue persists.

5) All NSAP anims only and none of SL 1.60RC 2 anims.

 

I did intend to help with as much info as i can but i was waiting to see if this is a known issue, since it isn't please tell me what else you need and i shall provide.

 

Thanks again for all the support.

 

 

The problem is I have not been able to create the fault so I cannot think what is causing it (though something is nagging me that it was mentioned a long time ago and the fault wasn;t with NSAP or SexLab). It's just if it happens only after a change of SexLab, then it's something SexLab has chaged or something else that is conflicting with the NSAP change that affects animations. But at this time it's hard to pinpoint because it does not happen to me when I use just SexLab and NSAP on their own with no other mods. But this is just simple start game testing, not playing on a saved game for hours testing.

 

When I play my main games again and patch to 2.7d for Sexlab 1.60 I will try it again and see what happens.

 

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Good to know @Rydin , Good Luck to both of you :)

 

Altought I got a question about the Furniture animations, will they always have the chance of the furniture being stuck on your after the animation ends? or will it be fixed in later versions?

 

I actually think this is an FNIS issue. As it's FNIS that let you add them, so there must be someway to make them come off. I find furniture useually gets stuck when changing mid scene and that's the real issue. I wouldn't know how to combat that unless there was something to reset every animation after a scene switch.

 

 

 

The problem is in the animation graph.

The animation graph is fully managed only by playing Idle animations (that contains the graph definition.)

 

SexLab anims do not have this graph (they are played through the SendAnimationEvent.)

 

And FNIS is smart enough to remove the anim objects when the animation ends. But if it does not end (another SendAnimationEvent is done, in case of switching the animation, changing the stage, or the "stage timer" is too short for the animation) then the anim object gets stuck.

The only way to remove it is to re-initialize the graph. And the only way I am aware of is to play an Idle with an animobject (also an empty one.)

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I am all for waiting and i appreciate all the effort you put in to help mod users like myself.

As you pointed out, most of those that have found a work around seem to have some familiarity with Papyrus, i am not a scripter and have never looked at scripting ever, i really intend to learn but my work schedule hardly leaves me with any time to learn a complex language.

 

I am completely aware that Sex Lab has changed, not NSAP because the latter works spot on with 1.59C. As with most complex scenarios (SL in this case), it seems like a magnitude of elements that add to a potential problem, the load order, the save game etc play an important role in a game's stability which is also why experienced modders have more stable games, just from reading the Papyrus log and while others may face glitches that seem to have no solution, experienced modders seem to be able to narrow down issues and interpret resolutely. I am relentlessly trying to learn and find ways to make my game most stable but i know that involves effort and patience like everything else and im all for hat.

 

Here is some info, i am not sure how much it will help but if we can work together to provide a temporary fix until 3.0 is officially released, i know it will make a lot of people happy.

 

1) Not skipping scenes, just go from 1 to 2 and then cant get back to 1, can get from 2 to 3, 3 to 2 etc but never to one.

2) I have also tried manipulating stages with other tools such as SL tools 2.0, they work with default SL 1.60RC2 but never with NSAP 2.7C. So ive tried going from 5 to 1, 3 to 1 etc through that in addition to only installing SL and NSAP.

3) I have also tried only through the SL 1.60RC 2 test animation feature in MCM and it has the same issue.

4) I have also activated anims through Matchmaker and the issue persists.

5) All NSAP anims only and none of SL 1.60RC 2 anims.

 

I did intend to help with as much info as i can but i was waiting to see if this is a known issue, since it isn't please tell me what else you need and i shall provide.

 

Thanks again for all the support.

 

 

The problem is I have not been able to create the fault so I cannot think what is causing it (though something is nagging me that it was mentioned a long time ago and the fault wasn;t with NSAP or SexLab). It's just if it happens only after a change of SexLab, then it's something SexLab has chaged or something else that is conflicting with the NSAP change that affects animations. But at this time it's hard to pinpoint because it does not happen to me when I use just SexLab and NSAP on their own with no other mods. But this is just simple start game testing, not playing on a saved game for hours testing.

 

When I play my main games again and patch to 2.7d for Sexlab 1.60 I will try it again and see what happens.

 

 

Will do, thank you.

 

I believe an experienced modder suggested a work around, at least something i can attempt, i obviously didn't have a clue as to how to go about it and i subsequently consulted CPU, if he has your blessing he can work on what he explained, if not, we'll all wait for 3.0 as and when you are ready to release it and in the interim, i can work on making my game more stable and weeding out errors that may augment such issues.

 

Thank you for the consideration.

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 For people who have the furniture stuck to an actor after an animation ends try one of these two things :


 


 


 1 open the console and click the actor with the furnature stuck to them and type in resurrect and hit enter


 


2.  follow the same steps above but instead of typing in resurrect type in disable  (DO NOT CLOSE THE CONSOLE) wait about 5 seconds and then type in enable the actor should reapper without the extra attachments.


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Or just go into a building. :) I think changing cells removed it for me last time I had a problem..... been a while. Can't remember. My rememberer is getting old :)


 


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 For people who have the furniture stuck to an actor after an animation ends try one of these two things :

 

 

 1 open the console and click the actor with the furnature stuck to them and type in resurrect and hit enter

 

2.  follow the same steps above but instead of typing in resurrect type in disable  (DO NOT CLOSE THE CONSOLE) wait about 5 seconds and then type in enable the actor should reapper without the extra attachments.

 

Thank you for giving this help.

This is OK if you are in game, and you don't mind a "type fix". But this method (that works because when you Enable a Disabled NPC the animation graph gets refreshed) cannot be applied without glitching by Mods.

Or just go into a building. :) I think changing cells removed it for me last time I had a problem..... been a while. Can't remember. My rememberer is getting old :)

 

Also this may work.

But only if the cell was not loaded before. in this case the NPCs that go in will get refreshed (because they are new instances.)

But if the cell was still in memory, also the animobject will still be there.

Also this method is not useful in scripting.  :(

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 For people who have the furniture stuck to an actor after an animation ends try one of these two things :

 

 

 1 open the console and click the actor with the furnature stuck to them and type in resurrect and hit enter

 

2.  follow the same steps above but instead of typing in resurrect type in disable  (DO NOT CLOSE THE CONSOLE) wait about 5 seconds and then type in enable the actor should reapper without the extra attachments.

 

or you can simply jump....if you jump the furniture locked on your character dissapear immediatly. for npc/follower, they just have to sit on chair and tadaa!

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or you can simply jump....if you jump the furniture locked on your character dissapear immediatly. for npc/follower, they just have to sit on chair and tadaa!

 

 

Mh. This can be a possible solution.

The "Jump" Idle can be applied to pretty much any NPC.

Of course you still have a small glitch at the end of the animation, but it may solve the problem.

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or you can simply jump....if you jump the furniture locked on your character dissapear immediatly. for npc/follower, they just have to sit on chair and tadaa!

 

 

Mh. This can be a possible solution.

The "Jump" Idle can be applied to pretty much any NPC.

Of course you still have a small glitch at the end of the animation, but it may solve the problem.

 

 

it work, i comfirm . that exactly what i do from the very beggining i got this furniture bug and it work everytime

 

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Now.


I am thinking about a quick add-on for SexLab and NSAP. Just catch the "AnimationEnd" event, and for the animations that have the tag "Furniture", or "AnimObject", I play the "jump" idle (I will try also the wave, the applaude idles) for all participants.


I will also try to immediately stop it with a IdleForceDefaultState.


 


If this works, and there will be no noticeable glitches, then I will distribute/integrate the option. And add a MCM option to enable/disable it.


 


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CPU, there is an idle where the character just wipes their brow.... like... "Is it getting warm in here?".... I used it in JUGs. And even if it plays after an animation, it would look like it fits right in.


 


If it works.... otherwise..... n  e  v  e  r  m  i  n  d  :D


 


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CPU, there is an idle where the character just wipes their brow.... like... "Is it getting warm in here?".... I used it in JUGs. And even if it plays after an animation, it would look like it fits right in.

 

If it works.... otherwise..... n  e  v  e  r  m  i  n  d   :D

 

It is an option.

I tried a bunch of Idles, but not all of them are resetting the animation graph.

 

I will try try the one you mention (but if you have the Idle name it is better.)

 

 

Please also be aware that I need to "create the error", so I need to generate an animation that ends with a sticky animobject, and then try the idle to be sure ti works.

And this may require days of testing.

 

So if somebody is sure that a specific Idle solves the problem, I go with the one mentioned.

If I have more, then I will use the most appropriate (less disturbing) one.

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