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gjeldof

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  1. While I understand that thorinx' posts rate at ~9.5/10 on the flame bait scale (and ~7.5/10 on the entertaining rant scale) ... What's so hard about simply answering in an adult manner? "Check the download section here: http://www.loverslab.com/forum/37-downloads-skyrim-adult-sex-mods/ and the sub-section for the Sexlab framework here: http://www.loverslab.com/forum/51-downloads-sexlab-framework/ What might interest you especially are the SexLab framework itself (http://www.loverslab.com/topic/16623-skyrim-sexlab-sex-animation-framework-v101/) and the Lover's Comfort (adds sex to marriage and followers, cheating spouse if left unattended) and Romance (adds dialogue-triggered sex) addons. For a story-based approach, check out the Dark Investigations mod for the old SexIs framework, which while still WIP, is quite the ambitious and imersive project you're looking for. Unfortunately the author recently left LL, but his work can still be found here: http://dark-investigations.blogspot.de/?zx=4017237aa2c3ebd1. Have fun." Really, would that have been that hard to do? No hostilities, no flame war, just a straight answer. And then you could have gone back to how unfortunately there is indeed very little content like Dark Investigations released yet, how such content requires tons of work and dedication and help, and how thorix and others could aid with development. Or even why there's lots of relatively-easy-to-make-but-very-niche-content. That might even have been helpful to someone. The reactions instead ... well, he's right, those aren't making this site look good in any way. Why the jerk-reaction? I don't get it.
  2. You need to select the second character then adjust positions, it will save then. I thought there was a problem with saving as well till someone mentioned it a good few pages back. Thanks. So the second character is your character? I think in the 3 way your character is 3rd. But with 2 people it always seems to be the 2nd but this is playing as a male char so it could be different for females. character #1 is always the passive (female/victim) character. adjusting this character's position is temporary for the current scene. character #2 is always the dominant (male/woman w/ strap-on/aggressor) character. adjusting this character's position carries over within the savegame. characters #3-5 are the auxiliaries if the animation supports 3 to 5 characters. Which character is YOURS depends on which role your character is taking in the current animation. That's actually a very good approach: To find a good baseline for alignment setup, initiate sex between two actors of matching height and use #2 controls. This will then carry over to future scenes. If for an individual scene the alignment is off (due to height difference, terrain or whatever), use the #1 controls. This will not modify your baseline but allow you to fix alignment for the current scene. 'Should probably get a mention in a FAQ or manual though. Edited for dom/sub mixup. D'Oh. Even more reason for a FAQ
  3. Update on previous bug reports for the SexiS version: (v20130504) - the script lags seems to be gone for good. Great work! - arousal system works as intended. No delays, no problems. - no issues reported in papyrus logs either, mod runs clean. Yay! 'Only some minor issues to report: - sideways position is broken, dominant actor (male) is now in front of passive actor (female), with no way to fix it with SexiS controls. 'Was fine with previous versions and no changes in framework. - when using beds with attached chests, LC starts the sex centered right on top of the gap between bed and chest. 'Looks very painful for lying animations, and very broken due to difference in z-axis position for standing ones. Also some mis-alignment due to one actor's feet sitting on the pillows. These issue aren't really new though. (and can be fixed to some extend by shoving actors around with SexiS controls) Nothing deal-breaking though, and in fact 20130504 looks like a good candidate to call [final] for the SexiS line ... unless, of course, you actually WANT to keep fixing and updating it. Though at the current rate of progress with Ashal's work, I'll run out of reasons to not make the switch by Rev5. Thumbs Up!
  4. I've thought of that, but as soon as I revert back to the old skeleton, some of the changes specific to that skeleton might also revert. I'll give it a go I guess. Maybe the new sliders and stuff might outweigh the loss of losing my current skeleton. 1) install ECE. Choose XP32 skeleton. 2) [optional] install RaceMenu. 3) install your custom skeleton. 4) Play. Works perfectly fine for me. Any BBP or TBBP skeleton is downward compatible with XP32/Perfect3-2, they have the same bones, with same names, they just add some additional ones or change proportions. If your skeleton doesn't work ... then it's probabaly due to a bug with that specific skeleton (usually: either a mislabeled bone or an acidently deleted bone) - use a different one. With 250+ different ones to choose from, that's really not a problem usually, you'll find one with slightly different weapon placement or different ragdoll settings but otherwise identical properties ... except for the glitched bone.
  5. Nothing wrong in general with using factions as storage. You just rob yourself of a powerful tool for catching exceptions by using the -2 offset, and add a potential cause of trouble (since setting rank to -1 kicks the actor from the faction). If you used a +x offset instead, you'd get a lot more information: rank is -2 -> Actor hasn't been used yet, opportunity to call any first-time initialization routines. rank is -1 or 0 -> Actor has been glitched in some way and might need debugging. rank of +2 or higher -> Actor has been used previously and seems to be working, get actual values by subtracting the +x offset again. That's in general a very good practice if working if an API you're not 100% familiar with, since functions often return 0 or -1 when they're not working as intended or abort with an error (0 and -1 aka false/true), just as some APIs use negative numbers in return values for more detailed error codes. If those values could just as well be valid results, you miss the opportunity to catch those glitches. I'll test your new version tonight with log enabled, first another hour or so without LC (to get a reference), then another hour starting with a freshly installed 20130504 ... and, if necessary, another log once the script log turns bad again. Last time I tried that though, the papyrus log reached 250MB+ (!!!) in less than an hour ... and you'd just released another update, making it a bit pointless to upload. Not that there'd be a point to 250MB logs anyway, it'd take days to open that file in an editor. As for explaining "script lag" - it's really just that: a noticeable delay between triggering a scripted event and the actual resolution of the script. I usually notice it first by mining ore veins, when instead of immediately starting the mining animation it takes a couple of seconds to start ... or, if I don't disable the offending mod, up to minutes(!) between trigger and animation. But it effects all kinds of scripts, of course, not just mining (that's just the most easy one to notice), including all LC scripts themselves, of course. Also, as I've changed the [payprus] settings in my skyrim.ini to allow for quite extensive resources used by scripts, once the script lag gets noticeable I'm also experiencing noticeable fps drop once most of the CPU is bogged down with bugged script calls. At least that way one bugged mod doesn't totally drown out every other mod though, so it lessens the risk of catastrophic failures and savegame death. Possible causes: your cleanup routines to keep SexiS working (fortunately that one won't be an issue for the SexLab version), the framework itself, or your quest scripts to monitor arousal levels and find potential rapists and love interests for the spouse. Probably in that order, and probably all of them to some extent. Well, anyway, I'll get back to you when I've got new results.
  6. 'Got a bit annoyed with the "reinstall LC every couple game hours to eliminate script lag" -routine and took a bit of a look at your scripts. 1) in loverscomfortutilscr.psc Function UpdateActorLastSexTime(Actor akRef) int now = Game.QueryStat("Days Passed") * 24 + GameHour.GetValueInt() int hi = (now / 256) - 2 int low = (now - hi * 256) - 2 akRef.SetFactionRank(lcLastComfortTimeFactionLow, low) akRef.SetFactionRank(lcLastComfortTimeFactionHi, hi) EndFunction is messed up. "low" needs to be "int low = (now - (hi + 2) * 256) - 2" if you insist on using a -2 offset, or you're adding a 512 hours offset to the timer ... which explains quite a bit of the problems people have with arousal gain. 'Made a fixed version of the script and compiled it as a quick fix, 'testing if it solves other problems, too, now. 2) are you really sure that -2 offset you're using on all factionranks (that you're using as variables) is smart? 'Cause if I'm not totally wrong, each time you assign -1 to a factionrank that's the equivalent of kicking the actor from the faction ... 'Not sure if that's really a good idea. Really. What's that supposed to do, anyway? A +2 offset - yeah, that'd make sense, 'keeps the 0 and -1 out of the valid range of values your variables can take and makes it easy to spot if something is not initiated or got glitched. The -2 offset though smells like lots of trouble. I'll probably take another look at the scripts later ... that is, if I can be arsed to install a second copy of the game for modding purposes, by the time I finally managed to get the script to compile, the game CTD'ed on loadup and I had to reinstall all mods. Remind me to not do THAT again! ... Or I'll just wait for a stable release of SL and pray that you'll notice and fix the bugs you still have in the SexiS version by then. Actually, more likely. Edit: Just in case - the fix is for the SexiS version, don't download it if you're using LC for SL. LC minifix.7z
  7. For a bit of a change of pace, away from all those doll-faced, over-sexed phantasies, let's give you: Felice While standing only about 5'4'' tall, this Breton battlemage, daughter of a Redguard adventurer and the noble princess he managed to save, is a lot more deadly than her stature might suggest. Not that many who meet her in battle would make that mistake, since the armour of obviously daedric origin and her destructive magicks and conjured Draemora leave little opportunity to get distracted. If met on the streets of Whiterun or Solitude though, it'd be easier to think about the woman revealed under the armour. Of course I'm not going to leave you with just those thoughts and your imagination - that'd be horrible. So I used some gentle persuation ('didn't really take more than mentioning the words "drinking contest") to show you a bit more: Slumming in Riften Enjoing her ill-gotten gains [spoiler=Mods used]Body: UNP Skinny / Fitness Body / Navetsea skin / Sweaty / Pretty Faces - all from the UNP Replacer Configuration Package (http://skyrim.nexusmods.com/mods/20884) Hair: Vanilla improved by Staight hair retexture (http://skyrim.nexusmods.com/mods/4333) and Better Vanilla Hairs - Mesh Replacement (http://skyrim.nexusmods.com/mods/28491) plus The Eyes of Beauty (http://skyrim.nexusmods.com/mods/13722) Outfits used: Daedric Armour from UNP Female Armors (http://skyrim.nexusmods.com/mods/7305) based on the V2 version of MaikGG's model (http://skyrim.nexusmods.com/mods/5162) A mash-up from UNP Clothing Merchants (http://skyrim.nexusmods.com/mods/24684) ... and of course a Nocturnal Robe using Enchibaer's Spirit model (http://skyrim.nexusmods.com/mods/17700) Now back to the scheduled program with more blow-up-dolls. Enjoy. (Edited for more friendly file type ... d'oh!) (Edit #2: (recreated) (clean) Savegame: Save 101 - Felice Skyrim 01.07.49.ess.7z)
  8. 'Got a save I can pretty reliably create broken LC conditions on. In case it's important: character is waaaay past the 127 days mark. Install LC -> PC and every NPC now have -2 Arousal. Any sex -> PC and involved NPCs now are at 254 Arousal (Note: 254 as an unsigned byte has excactly the same value as -2 as a signed byte - both are 1111 1110 in binary representation. Coincidence? Probably not!) Hilarity ensues (as in: getting raped by your effected housecarls and followers every time you sleep). A couple ingame days later: LC causes epic script lag (as in: mine an ore vein, nothing happens, 5min later you get teleported back to the vein and the animation plays. Also: with additional time allocated to Papyrus script execution via .ini-file, CPU load rises proportionally to allocation and FPS drops proportionally.) Once the scripts start to mess up, LC also loses its Status-page functionality. Clean saving, uninstalling LC and running the cleanup .bat solves it, but reinstalling LC will inevitably start the whole mess again. My guess: you mixed up some data types in your code (unsigned vs signed integers) and/or some function/method causes uncaught variable overflow. These then cause the script lag as LC's scripts are getting caught in an infinite loop, due to variables leaving the range of expected values. As it is, this mod is pretty broken and a danger to savegame integrity (each "clean" save carries a risk of total failure ). Sad, as your mod is far-and-wide the closest to a mature and responsible representation of sexuality. Please fix it, will you? P.S.: oh, and it really wouldn't hurt to spell-check, the "unfriendly gase" just being a very noticeable example. "You notice a glint of undisguised violent lust in someone's eyes" would make a better rapist-warning ... and even better would be an option to turn those warnings OFF. Also, if you want to delve further into the non-consentual areas ... can you please make those OPTIONAL? Or even turn them into an add-on? There's already enough of mods that offer these kinds of functionality anyway, and while the idea to add reasons, motivations and triggers to these is probably a good one, it's straying quite a bit from this mod's original purpose. IMHO, of course. That being said ... Thank you for all your work so far.
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