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  • Birthday 03/30/1983

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  1. @Womb Raider From the looks of things, Positioning itself is not working properly either ("Pos: End - WTF!? PosControl not running?") and I don't think that Pregnancy can mess with Positioning. The only times I've experienced issues with the scripts in this version of Pregnancy not updating, all other scripts across Sexout mods that rely on Sexout's own event detection had stopped working too (Spunk's arousal stuck at 0, Positioning unable to position actors). If Pregnancy is the only mod affected in your game, by all means ignore my comment. But if complaints about invalid acts or actors, scripts not running or scripts waiting for a confirmation show up in the debug logs from other mods, then maybe give Pregnancy the benefit of the doubt?
  2. @7KeysCurtain No bother, and glad it's working in your game. @Halstrom I'd very much like for medical interactions to get fleshed out, but I'm not confident I'd be up to the task. I'll have to level my GECK skills way up first. No promises
  3. Challenge accepted. I've put my GECK where my mouth is (ouch) and this is what I've come up with. Most of the modifications I did were minimal - mainly punctuation (I left your capitalization as is though, Halstrom, it's part of the charm) and correcting a few item checks from Subject to Target, besides adding the missing choices to xx0a7b9e within 0PregTest9Abortion - but a few were not: I changed the flags on two ID checks for Usanagi from AND to OR, which enabled these dialogue options to appear in my game while they didn't before. I added a condition on three dialogues to check if a pregnancy test had been taken, as otherwise these dialogues would only be available if the pregnancy showed, even if the doctor you were talking to still had the positive test results in their hands. I removed Schuler and Farkas from the abortion dialogue checks, since they can't perform one anyway. I've checked Usanagi, Kemp, Markland, Richards and Farkas' dialogues in-game, and they worked as intended for my character (6% pregnancy: Farkas performed the check but did not offer to operate, Usanagi and Kemp could operate but asked me to think about it while Markland and Richards terminated the pregnancy, even though I didn't have the 1st trimester belly, because I had taken a pregnancy test). That's an encouraging sign that I didn't break the feature, but I can't be 100% certain with just the one test subject. The version of Pregnancy I modified was v3-20160204.1, with FalloutNV.esm (latest patch but no DLC loaded), the '97 Beta 6 Sexout.esm and the 20150920.1 SexoutCommonResources.esm loaded in the GECK, using the GECK 1.4 PowerUp -a fork. You'll find the exhaustive of changes I made in the attached txt file. Please let me know if any of these changes cause problems. Edit: ops, forgot to mention it's a replacement esm. SexoutPregnancyV3-DialogueChanges20160306.txt SexoutPregnancyV3-20160204.1_ProposedDialogueCorrections.7z
  4. @ODell22d I've checked in the plugin and it seems that Usanagi's dialogues are incomplete if you ask her to perform an abortion within the same dialogue branch as the pregnancy check. If that's what happened (you asked her to check and then selected the "0PregTest9Abortion" option, end that line of conversation and the correct choice should appear ("Can you perform an Abortion?"). Be aware that she'll ask you to take some time to weigh your decision if the pregnancy has not progressed enough (less than 10%) and that she'll refuse to operate if it has "pregressed too far" (nice one Halstrom - more than 80%). If that's not what happened, then I and others willing to help would need some more information about your character's pregnancy and the specific dialogue path followed.
  5. Heya, Before getting to the point, I'd like to take the time to thank every mod-maker and mod-user here for your wonderful helpfulness and dedication to the hobby. You're the main reason I can't seem to be able to put FNV aside for long. I can't really really contribute or give back to the community in any meaningful way, but you have my sincere thanks, for what they're worth. Now for the nitty-gritty. Like some in this thread, since the code rewrite integrated in the '96 build, I've been having a few intermittent problems with act validation that I've been trying to pinpoint the cause of. I can't reproduce the issue reliably, so I do not know how useful an unabridged debug log would be, but I can provide one if the excerpts I'll be quoting here (and the attached abridgment) are not sufficient. If anyone is curious, here is my load order: The issue manifests as follows: at the beginning of random animations, Positioning does not initiate and all arousal scripts from Spunk shut down for my PC. Neither of these plugins will then apply to my character in any subsequent act, nor will any Pregnancy script update. It sometimes happens to NPCs, but it's far more difficult to realize it in their cases. Heck, if not for the Arousal HUD and the occasional (thwarted) attempt to align actors, I probably wouldn't have caught it on my PC since the animations play just fine. Everytime this happens, I find a set of legacy tokens in my inventory when I check in the console after the actors get back up. Reverting to a save made before the problem appeared always fixes the situation, and engaging in sexual acts in relatively quick succession seems to increase the likelihood of the problem appearing, either because of the greater number of opportunities to fail or because of the shorter delays. Those were the apparent symptoms. See the attachment for the log (the "good parts" version, abridged: the scene was pretty busy, as I was stressing the system to trigger the issue - a female PC with 4 female companions in a populated, full-roster Atomic Wrangler running amok with WorkingGirl and Soliciting as well as Sexout-Sex to pick up the slack), but it's fair to say the sailing was smooth until one call to fnSexoutActValidation: Having determined that the actor 'Nalya' does not have the Spell Target variable because the sanitizer did not confirm the cancellation of the act, the script proceeds to cancel and clean up the act. Except it doesn't (it eventually launches anim 404): But maybe it did, since Positioning can't find a valid actor? Pos: Player still not sexout in use. Aborting (Neither can Spunk for that matter, regularly complaining in the background that it's waiting for the arousal spell) And then, when the player is involved in another act, this is what happens: For every future act, the character is flagged as not in use by Sexout (code 3: the actor does not have the SexoutNGStartSex spell on them) while being used by Sexout. There you have it. I'm far, far from having charted the flow of Sexout's scripts and variables and I've got no idea why the cleanup process initiated by fnSAva did not obtain, so I'll leave my betters to ponder that mystery. One thing I did notice in that particular script, however, is what I think is a conditional error in the block eventually leading to let iReason := 8 if my take on Odessa's comments is accurate. "lock less than 10 seconds old" (emphasis mine) doesn't equate to: if LockTime < (TimeStamp - 10) (that would be "lock more than 10 seconds old") but to: if LockTime > (TimeStamp - 10) As it stands, it seems that the code validates locks that happened more than 10 seconds before the timestamp but invalidates locks that happened less than 10 seconds ago, which runs counter to the intention expressed in the comment. If I'm mistaken, please accept my apologies. This is just an uneducated guess. Once again, thank you for evrything you're doing. SexoutDebugLogNHL20160304.txt
  6. What works for me in those cases (which make me dread the impromptu dance offer now whereas that feature used to work fine) is: con_tfc con_togglemenus [to get player controls back by counteracting some commands in SOI's dance script] and then, to get rid of any leftover NX variables setting up the music and the dance: NX_ClrEVFl "SOI:Rad:" 2 RemoveItem xx01172B 999 1 [both commands are run on the player. xx stands for Intimacy's index in your load order, the item removed being the token that enables SOI to play music] NX_ClrEVFl "SOI:Act:" 2 NX_ClrEVFl "SOIntimacy:Activity" 2 [both commands are run on all characters involved] If it works, your partner should walk up to your character and say their "Activity complete" line. And if I'm way off the mark or have forgotten anything, I hope somone with more intimate knowledge of the inner workings of the mod (wink wink, nudge nudge, say no more) can correct me.
  7. Some mods restrict the use of some animations to certain situations, but the only that makes it so you need to see an animation to have a chance to learn it and use it is Lover's Hook, which it appears you don't have, so you should be able to trigger any animation and cycle through them all once in the act. Your second problem is related to FNIS I think. Did you install it and run its GenerateFNISForUsers.exe like explained in that post (under "Installation") or that post (6th question down)?
  8. I remember that at some point over the development of this mod, NPCs' arousal would not increase until they had sex at least one time. Maybe that's what you're experiencing. Try making them sexually active via means other SexLab mods provide and see if their arousal eventually increases after some time. As for TFC, it's a known bug with all Skyrim animations involving the PC: if TFC is on when the animation ends, player controls are screwed. Entering epc in the console fixes it for some players but not for everyone (going back to an earlier save always works), so the best thing you can do is avoid that situation altogether and toggle TFC off before the animation ends. Their arousal is not high enough. I can't remember the threshold right now, but when it's over... 5? 10? they should accept your proposition. So keep walking around them naked, eventually they won't be able to resist your display of manly manliness any longer.
  9. Addictive snip Summon bigger fish? That would help squat that MCM overgrowth issue. That said, lots of bloody goodness for the connaisseur in the near future it seems. Congrats!
  10. Way less clunky than my suggestion. Bodes well for all your back-to-Skyrim modding to come (wink-wink nudge-nudge say no more Yep, looks like I - and Ms Leeches for that matter (spacecraft by the way) - did not quite understand what you wrote as you meant it, but it was a fruitful misunderstanding it seems. As for increasing the chances of getting a customer in Radiant Prostitution, without looking at its code and the way Aliases are filled and prioritized I've got no idea how easily it could be implemented, but I think it could. Kudos for your brilliant ideas. You should definitely post them in RP's and Procreation's threads too.
  11. Unless Romance uses blocking dialogue (and I don't think it does), I fail to see how it could do that. What's led you to that conclusion?
  12. There are no dialogue options in SexLab Animation Framework, only animations and scripts to control said animations in order to make it easier for other modders to implement sex animations in their own mods. Now, how these animations are called depends on the mod. Some use health conditions (combat rape mods for instance), some give the player a power or spell, some use dialogue, some use a combination of all of the above. You can find mods that rely on SexLab in that subforum.
  13. xD But I love the idea of perfumes that affect specific races! (or they could even affect different races in different ways!) Buuuuut I think it needs to be done a different way because abilities increasing player's speech skill don't have "target" conditions so you can't for example have 70 speech against nords and 50 for everyone else, the bonus always just affect everyone because all it does is increase a skill. If it can be done please tell me! I need it too. What if the perfume applied a magic effect that does not modifiy spacecraft at all (its only use would be to define the window of opportunity) and a perk that checks the race of the activated person and then applies the magic effect to increase the PC's spacecraft only if the NPC passed the check (that would require some maintenance code to get rid of the buff once the dialogue is over, managed by the magic effect script and a While UI.IsMenuOpen("Dialogue Menu") waiting loop maybe, just throwing ideas)? LOVE your mods Ms Leeches btw.
  14. The phrase "SexLab resources" refers to a phase in the SexLab Framework development when there were two downloads, one for the scripts (Framework), one for the animations (Resources). Both have since been merged into a single archive, the SexLab Framework you already have. So, unfortunately, I doubt this is the reason why you CTD.
  15. This mod only detects sex animations started via SexLab, which means that AP is out (unless it has a SexLab patch), but also that all SexLab plugins that trigger a vaginal animation can trigger a pregnancy, so basically almost any plugin in that subforum.
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