Tyrant99 Posted October 3, 2019 Author Posted October 3, 2019 35 minutes ago, crimsonblade13 said: my actors are not starting the animation just standing there... I can move the player and the other actor is moving, cant open the inventory or anything. i can still use favorite hot swaps and i can even kill the creature that spawned nothing happened how do i fix this? (also this is in skyrim se) Sounds like FNIS issue, check your creature animation installation.
crimsonblade13 Posted October 3, 2019 Posted October 3, 2019 im mostly use it out side but i will try to reinstall FNIS and get back to you
Tyrant99 Posted October 3, 2019 Author Posted October 3, 2019 3 minutes ago, crimsonblade13 said: im mostly use it out side but i will try to reinstall FNIS and get back to you You also need to check the box to allow creature anims in Sexlab MCM and register anims in SLAL. There's a description of the installation process on download page for this Mod.
Hex Bolt Posted October 3, 2019 Posted October 3, 2019 41 minutes ago, Tyrant99 said: It doesn't run in interiors, so apparently SS didn't mark their auction house as an interior cell. That would solve it. But it is marked as an interior cell. Maybe there's another explanation for how the attack triggered?
Tyrant99 Posted October 3, 2019 Author Posted October 3, 2019 Turn on the debugger, it should tell you what kind of cell it is before the attack starts. A little more technically, it gets the location based on the keyword property: So an interior that has no location type keyword property assigned will return null, which is the same as Wilderness.
donttouchmethere Posted October 3, 2019 Posted October 3, 2019 38 minutes ago, HexBolt8 said: But it is marked as an interior cell. Maybe there's another explanation for how the attack triggered? It wasn't marked hard enough ;D 22 minutes ago, Tyrant99 said: So an interior that has no location type keyword property assigned will return null, which is the same as Wilderness. AH-HA! alright I copy paste that to SS then lol
crimsonblade13 Posted October 3, 2019 Posted October 3, 2019 ok now i move but the creature does not??
Hex Bolt Posted October 3, 2019 Posted October 3, 2019 As @Tyrant99 noted on the SS+ discussion, LocTypeStore is not in SL Phermones' list of interior keywords. Shouldn't all relevant location keywords for interior cells be checked? Otherwise, what prevents creatures from spawning inside a store, and potentially killing the merchant, if places like that are treated as wilderness? Just asking, since it seems there's potential for trouble for stores, temples, castles, and so on.
Tyrant99 Posted October 3, 2019 Author Posted October 3, 2019 41 minutes ago, HexBolt8 said: As @Tyrant99 noted on the SS+ discussion, LocTypeStore is not in SL Phermones' list of interior keywords. Shouldn't all relevant location keywords for interior cells be checked? Otherwise, what prevents creatures from spawning inside a store, and potentially killing the merchant, if places like that are treated as wilderness? Just asking, since it seems there's potential for trouble for stores, temples, castles, and so on. It's possible that it wasn't added because that particular keyword isn't used much in practice. Check CK and find all instances of LocTypeStore that use only that keyword without also having one of the other keywords in the list. I don't have CK available atm or I'd check, but I suspect it's nil, which is why the issue that you're bringing up doesn't actually happen. There are plenty of things in Vanilla CK that are 'available' but don't actually get implemented much or at all. Go run the SLP debugger in Belethor's General Goods and see what it says.
Hex Bolt Posted October 3, 2019 Posted October 3, 2019 1 hour ago, Tyrant99 said: It's possible that it wasn't added because that particular keyword isn't used much in practice. Check CK and find all instances of LocTypeStore that use only that keyword without also having one of the other keywords in the list. I don't have CK available atm or I'd check, but I suspect it's nil, which is why the issue that you're bringing up doesn't actually happen. I was curious, so I checked. You are absolutely correct. There are 27 locations in base Skyrim with the LocTypeStore keyword, but every one of them also has LocTypeDwelling, which this mod checks. Thank you for explaining, it makes sense. I was needlessly concerned. As long as mods that add cells fill in the location and follow the game's conventions (a store is also a dwelling) then there shouldn't ever be a problem. Most authors copy/paste when creating cells so by default those cells will have a location. SS+ was an exception. 1
Tyrant99 Posted October 3, 2019 Author Posted October 3, 2019 1 hour ago, HexBolt8 said: I was curious, so I checked. You are absolutely correct. There are 27 locations in base Skyrim with the LocTypeStore keyword, but every one of them also has LocTypeDwelling, which this mod checks. Thank you for explaining, it makes sense. I was needlessly concerned. As long as mods that add cells fill in the location and follow the game's conventions (a store is also a dwelling) then there shouldn't ever be a problem. Most authors copy/paste when creating cells so by default those cells will have a location. SS+ was an exception. Yes, if I remember my thought process when evaluating what keywords to use, I sorted all keywords by their use count in CK and picked ones that were non 0 and non-redundant. LocTypeStore would fall into the infrequently used / redundant category as it was already covered by LocTypeDwelling, so got skipped. It's funny, there's actually 100s of keywords and global variables that you can find in the base game .ESP/.ESM that never made it into the actual game. It's probably stuff tossed in by the programmers that the designers never made use of. There's even some weird stuff in there like a pet spider that can carry inventory around for you... Among other things. The easy fix for SS would be to add some keyword like LocTypeDwelling to the auction house. It is the normal convention to have some Loc keyword assigned to all non-Wilderness cells as you'll find this to be done for the entire base game. 1
LinksSword Posted October 3, 2019 Posted October 3, 2019 could i possibly get the link for version 1.10?
Tyrant99 Posted October 4, 2019 Author Posted October 4, 2019 2 hours ago, LinksSword said: could i possibly get the link for version 1.10? Hmmm, sorry, don't think I have it any more. I switched PCs recently. Why would you want such an old version?
LinksSword Posted October 4, 2019 Posted October 4, 2019 58 minutes ago, Tyrant99 said: Hmmm, sorry, don't think I have it any more. I switched PCs recently. Why would you want such an old version? to tell you the truth its because i am using 1.08 on an older save and don't want to risk updating to the current afraid it might break something.
tonykiryu23 Posted October 8, 2019 Posted October 8, 2019 i am sorry is there SSE edison of this mod i got tried of leg vers crashing and finnaly tried SSE and soo far all ok only one mod i missing this one
General Neondaze Posted October 8, 2019 Posted October 8, 2019 48 minutes ago, tonykiryu23 said: i am sorry is there SSE edison of this mod i got tried of leg vers crashing and finnaly tried SSE and soo far all ok only one mod i missing this one Convert the meshes and textures (Cathedral Assets Optimiser https://www.nexusmods.com/skyrimspecialedition/mods/23316 will do that) and the mod works fine. I have been using the mod with SSE for 12 months now.
tonykiryu23 Posted October 9, 2019 Posted October 9, 2019 21 hours ago, General Neondaze said: Convert the meshes and textures (Cathedral Assets Optimiser https://www.nexusmods.com/skyrimspecialedition/mods/23316 will do that) and the mod works fine. I have been using the mod with SSE for 12 months now. it fine for u but i am not hug moder soo can u share with others?
marymuir2 Posted October 10, 2019 Posted October 10, 2019 any SE port? playing on SE right now and missing this mod. And no, I'm not adept enough to port it myself.
DJShamrock Posted October 12, 2019 Posted October 12, 2019 To those looking for SE port as someone using this version on SE, I can say for the most part Ive run into no issues and I have a pretty heavily modded game. You can always try to port it yourself if you want but nothing is really broken about it if you do your settings right. I think werewolves were causing me to freeze on animation and Ash Hoppers wont spawn (not sure what the bug on that is, acts like they dont exist or something). I dont believe there were any other massive problems.... oh, Chaurus Reapers also CTD me on anim- Ive sexed just about everything else just fine tho lol
tonykiryu23 Posted October 13, 2019 Posted October 13, 2019 i am runnning mod oraganiser and se dont lauch if i us not se vers
DJShamrock Posted October 15, 2019 Posted October 15, 2019 On 10/13/2019 at 4:11 AM, tonykiryu23 said: i am runnning mod oraganiser and se dont lauch if i us not se vers I use Vortex friend so I don't now :<
General Neondaze Posted October 16, 2019 Posted October 16, 2019 Tyrant99 has graciously given his permission for me to post my own port of SL Pheromones to SSE. I have made no changes to the original except for optimizing the textures and meshes with Cathedral Assets Optimizer, and the esp has been converted to form 44 via the CK. I've been running this in my SSE setup (500+ mods) for a while now, so hopefully there won't be any issues. Enjoy. ? SexLab Pheromones1.3.3 [sse].7z 5
gtcard Posted October 21, 2019 Posted October 21, 2019 does anyone else have the problem with the mod putting the creatures in wrong position in FFC animations? i have FFC anims from anub (troll FF and werewolf FF) which do not seem to work when triggered by this mod, but the FFC gargoyle anim from billy does work. both of their jsons have the actors positions assigned as female, female, creature. when i say they don't work, i mean only the female vampire that spawns with the creature is animating, while the player and the creature stand there because their assigned positions are mixed up (creature is assigned female slot and player is assigned creature slot). funny thing is i'm positive i've seen the anub animations work before, so i looked a bit into the pheromone script to see how it assigns the slots, and i found this: StartCreatureDoubleSex(PlayerRef, CreatureAlias.GetActorReference(), CreatureAlias2.GetActorReference()) there are multiple variations of this particular function, with different combinations of creature aliases 1-4. i'm guessing this is the exact order of the call to sexlab to start the animation, with player in position 1, creature1 in position 2, and creature 2 in position 3? my understanding is when the pheromone script fires for a double sex, it spawns 2 creatures for the animation. in the case of a FFC animation, it is a female vampire and a creature, troll for example. i'm guessing depending on which creature alias the troll is assigned to, the troll can sometimes be called into the middle position slot (position 2), which is supposed to be for a female. so it's a 50/50 chance that the creature will be populated into the correct slot? i'm just wondering if this is indeed how the mod works, because if it is, then it's probably not helpful to change the animation mod's json files to make the creature take position 2, since it's still going to be 50/50 chance that the creature will be assigned to that position.
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