Configure Skyrim LE for SexLab Framework Development using MO2

Notice: The following is for 18++ years of age or older. Not intended for minors.

I am writing this December of 2020 and almost January 2021. Skyrim came out in November of 2011 and many guides are way outdated making them hard to follow with all the new Skyrim updates. I have recently learned by asking other modders that some develop in Skyrim LE and convert their mods to Skyrim SE.

Modding is an advanced topic even without SexLab. Now that you are looking to write a Skyrim mod, there will be some assumed knowledge in this tutorial.

This link was where I started but I could not get things to work without changing some of the steps. The lines about needing a dialog, I am copying and pasting into my blog post here for now. I will change and go into more detail later.
https://www.loverslab.com/topic/35451-sexlab-creation-kit-tutorial-for-beginners-make-actor-play-animations/

Make sure you have Winzip or similar installed before starting this tutorial. Also, take note how long it’s been that these files were published. Part of the reason so many of us in 2021 are having problems configuring our environments.

I am assuming you already know how to use and configgure MO2 for your Skyrim LE installation. If you don’t then this topic is too advance for you. Come back when you know more on MO2, installing and configuring mods. I am also assuming you have the Skyrim DLC’s; Dawnguard, Dragonborn, and Hearthfire.

Before doing anything, go to your Skyrim/Data folder and unzip the scripts.rar file.

Unzip it directly into your data folder.

Now go get SKSE for LE and copy it’s contents into your Skyrim folder.

https://skse.silverlock.org/

Now go configure MO2 for your Skyrim LE and Creation Kit.

Requirements:

Fores New Idles in Skyrim – FNIS
https://www.nexusmods.com/skyrim/mods/11811?tab=files
FNIS Behavior 7_6
FNIS Creature Pack 7.6

NetImmerse Override
https://www.nexusmods.com/skyrim/mods/37481?tab=files
** I had to download an older version to not get errors when compiling.
NetImmerse Override v2-9-6-37481-2-9-6
Note: I did not see this on the SexLab Framework website as a requirement. I had loads of errors and installing this fixed everything.

Skyrim SexLab – Sex Animation Framework v1.62 – UPDATED Jun 3rd 2016 v1.62
https://www.loverslab.com/files/file/150-skyrim-sexlab-sex-animation-framework-v162-updated-jun-3rd-2016/
Out of the file choices I downloaded the following:
SexLabFramework_v162_FULL.7z

Zaz Animation Pack V7.0 [2017-05-16] 7.0
https://www.loverslab.com/files/file/156-zaz-animation-pack-v70-2017-05-16/
Out of the file choices I downloaded the following:
Zaz Animation Pack CBBE V.8.0.[2017.11.19].7z
On the site, you download a zipped file that is a link with encryption code. Use it to get the files you need.

SkyUI
https://www.nexusmods.com/skyrim/mods/3863
SkyUI_5_1-3863-5-1.7z

Unofficial Skyrim Legendary Edition Patch
https://www.nexusmods.com/skyrim/mods/71214/?
Unofficial Skyrim Legendary Edition Patch-71214-3-0-15-1569437811.7z

XP32 Maximum Skeleton Extended – XPMSE
https://www.nexusmods.com/skyrim/mods/68000
XP32 Maximum Skeleton Extended-68000-4-79-1603821288.7z

Assuming you have things configured correctly in MO2, we can move forward.

Lets Get Started:

Makes no sense to me but by defualt the Skyrim Creation Kit only allows one master file loaded at a time. We need to change the SkyrimEditor.ini in your Skyrim folder to have this value at the top of the [General] sention.

[General]
bAllowMultipleMasterLoads=1

This is very important. The unspoken direction that are hard to find.

A user named tasairis from the SexLab SE Support thread
https://www.loverslab.com/topic/91861-sexlab-framework-se-163-beta-8-november-22nd-2019/
Shared this with me:
CK SE looks for script sources in \source\scripts by default, but CK LE originally wanted them in \scripts\source. This has been a reason many cannot get their SexLab Framework development environments working under Skyrim SE. I am hoping to make another post that explains how to get it working under Skyrim SE.

If for any reason your installation uses source\scripts and not scripts\source, you need to change it. You will find this where you configured MO2 to install your mods.

Open the Creation Kit from your Skyrim LE MO2 setup. Now create a new SexLab mod with these files selected; Skyrim, Update, SexLab, and Zaz Animation Pack.

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Will add more detail on how to do this later. But go create a new actor in the creation kit and add them to new *.esp file. Make sure this actor has new dialog created and it needs to be tested and working before proceeding forward.

Double click to open the properties on that piece of working dialog.

Under Papyrus Fragments, Type:
Debug.MessageBox(“Temporary”)

Now click compile to make sure you get no errors. You need this to compile with no errors before moving forward.

Click OK to close the dialog window and then click ok again to close the quest window. Reopen the quest and dialog window and under scripts you should see a script named TIF_0000000. The zeros will be replaced with random numbers.

Right click that script and click “edit source”.

Under the ;END FRAGEMENT CODE, place the line shown below:
;END FRAGMENT CODE – Do not edit anything between this and the begin comment
SexLabFramework property SexLab auto

Go to File and save. The script should compile with no errors. You cannot proceed forward unless this can compile with no errors.

No go forth and make great Skyrim sex mods using the SexLab Framework.

Reopen your code file again. You should know by now that the file name I have and the file name you have will be different.

;BEGIN FRAGMENT CODE – Do not edit anything between this and the end comment
;NEXT FRAGMENT INDEX 1
Scriptname TIF__04000D6A Extends TopicInfo Hidden

The numbers after the TIF__XXXXX need to match the file name that is displayed in your Script Name property box for the dialog you are attaching the script.

Do not mess with those lines of code and delete everything after that. Now put the following on the line right under the script name.

;BEGIN FRAGMENT Fragment_0
Function Fragment_0(ObjectReference akSpeakerRef)
Actor akSpeaker = akSpeakerRef as Actor
;BEGIN CODE
; // Create our actor array using our chosen actor references
actor[] sexActors = new actor[2]
sexActors[0] = SexLab.PlayerRef
sexActors[1] = akSpeaker
; // Initialize our animation array as empty, so SexLab will pick the animations based on defaults
sslBaseAnimation[] anims

; // “Buisness Time”
SexLab.StartSex(sexActors, anims)
;END CODE
EndFunction
;END FRAGMENT

;END FRAGMENT CODE – Do not edit anything between this and the begin comment

SexLabFramework property SexLab auto

Assuming you made it this far, you should have success. I did not write this mod. I just enjoy posting my notes of what worked for me. If you have any issues, please contact the support page for SexLab Frame on; https://www.loverslab.com/.

Here is a link to the thread in the support forum where ask my questions.

https://www.loverslab.com/topic/91861-sexlab-framework-se-163-beta-8-november-22nd-2019/

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