skyrimfet Posted September 17, 2018 Posted September 17, 2018 1 hour ago, Tyrant99 said: ... 3 hours ago, Reesewow said: ... I found something, I installed all once again and run around skyrim with debug spell, same problem - BUT! in logs i found pattern: sexlab doesn't works with animals always when animal's name is translated into my native language - every positive match ocur only if other mod firstly overwrited name like wolf, fox, giant but every polish name in logs are connected with fatal error - like here: Jeleń == Deer SEXLAB - NOTICE: ValidateActor(Jele?-- FALSE -- They are a creature type that is currently not supported (DeerRace) Info: SEXLAB - FATAL - Thread[0] AddActor(Jele?- AddActor(Jele?-- Failed to add actor -- They are not a valid target for animation stack: <unknown self>.Debug.TraceStack() - "<native>" Line ? [SexLabThread00 (05061EEF)].sslthreadcontroller.FATAL() - "sslThreadModel.psc" Line 1153 [SexLabThread00 (05061EEF)].sslthreadcontroller.AddActor() - "sslThreadModel.psc" Line ? [SexLabThread00 (05061EEF)].sslthreadcontroller.AddActors() - "sslThreadModel.psc" Line ? [SexLabQuestFramework (05000D62)].sexlabframework.StartSex() - "SexLabFramework.psc" Line 3022 [SexLabQuestFramework (05000D62)].sexlabframework.QuickStart() - "SexLabFramework.psc" Line 3026 [Active effect 5 on (00084536)].sslEffectDebug.OnEffectStart() - "sslEffectDebug.psc" Line 26 First think - matchmaker name basename and compare with sexlab index and looks for "Jeleń" Of course im not sure - maybe im wrong but it looks very convincing for me btw, in SLAL json i found: "creature_race": "Deers", "id": "B_Deer_BillyyMissionary", "name": "Billyy (Deer) Missionary", "sound": "Squishing", "tags": "Billyy,Billyy,Creature,Deer,Bestiality,CF,Dirty,Rough,Vaginal," so - if animation and actor validation is matched with baseName - it's cant works! becouse JeleXYZ != Deer it's very easy to proof - i need only to write mod to overwrite oryginal names (in this polish with english from json) - i will let You know! if im wrong please tell me!
Tyrant99 Posted September 17, 2018 Author Posted September 17, 2018 @skyrimfet Did you reset the animation registry? You might have something with the language issue, but, the thing that makes me doubt that is, afaik, SexLab is interested more in Race and Gender than a specific name. I don't think that the name part is what is invalidating it, SL is identifying it as (DeerRace), and then saying that is not a supported type. To me, this seems more like a rebuilding the animation registry issue... But, I could be wrong, it's kind of a strange one.
skyrimfet Posted September 17, 2018 Posted September 17, 2018 UPDATE - ok it was nice try but problem is unresolved after switch in .ini game to english problem is still present [09/17/2018 - 11:00:34PM] SEXLAB - NOTICE: ValidateActor(Deer) -- FALSE -- They are a creature type that is currently not supported (DeerRace) [09/17/2018 - 11:00:34PM] Info: SEXLAB - FATAL - Thread[0] AddActor(Deer) - AddActor(Deer) -- Failed to add actor -- They are not a valid target for animation
skyrimfet Posted September 17, 2018 Posted September 17, 2018 8 minutes ago, Tyrant99 said: @skyrimfet Did you reset the animation registry? You might have something with the language issue, but, the thing that makes me doubt that is, afaik, SexLab is interested more in Race and Gender than a specific name. I don't think that the name part is what is invalidating it, SL is identifying it as (DeerRace), and then saying that is not a supported type. To me, this seems more like a rebuilding the animation registry issue... But, I could be wrong, it's kind of a strange one. sure! I checked all points from tutorial and I did all necessarily stages (8.x) step by step (so disable, rebuild, rejson, register etc...) . Probably you have right, race is more important that baseName - becouse some creatures have his own name. But realy only creatures with translated names are in logs - maybe it was only fortuity - but was better to check it. Well - im going to revert all changes now, I will back to this topic when i finish all my thing's Thx for your involvement!!!
Tyrant99 Posted September 17, 2018 Author Posted September 17, 2018 5 minutes ago, skyrimfet said: sure! I checked all points from tutorial and I did all necessarily stages (8.x) step by step (so disable, rebuild, rejson, register etc...) . Probably you have right, race is more important that baseName - becouse some creatures have his own name. But realy only creatures with translated names are in logs - maybe it was only fortuity - but was better to check it. Well - im going to revert all changes now, I will back to this topic when i finish all my thing's Thx for your involvement!!! It's a strange issue... Sorry it's not working for you, especially after doing all the steps. I sent a PM to CPU, he knows more about the internals of SexLab than I do, maybe he'll have an idea of what's going on... 1
gtcard Posted September 17, 2018 Posted September 17, 2018 What does Time between Regular Sex Attacks and Time Between Fast Sex Attacks mean? There's a default value of 2.5, but it's 2.5 of what?
Tyrant99 Posted September 17, 2018 Author Posted September 17, 2018 8 minutes ago, gtcard said: What does Time between Regular Sex Attacks and Time Between Fast Sex Attacks mean? There's a default value of 2.5, but it's 2.5 of what? There's regular pheromones and strong pheromones, the frequency of attacks becomes faster when you have strong pheromones. The 2.5 is game hours.
zeldashu Posted September 18, 2018 Posted September 18, 2018 I found a few problems with version 1.06: 1. This mod event will also be triggered during Defeat, leading to double animation. 2. Translation problems: some information in the upper left corner cannot be translated by normal means. Finally, thank you for your pay, I really like your Mod, and made a Chinese translation, put it published on http://www.9damao.com/thread-138662-1-1.html. Hope to get your authorization.
Tyrant99 Posted September 18, 2018 Author Posted September 18, 2018 1 hour ago, zeldashu said: I found a few problems with version 1.06: 1. This mod event will also be triggered during Defeat, leading to double animation. 2. Translation problems: some information in the upper left corner cannot be translated by normal means. Finally, thank you for your pay, I really like your Mod, and made a Chinese translation, put it published on http://www.9damao.com/thread-138662-1-1.html. Hope to get your authorization. I'll take a look and see if there's any clean way to add Defeat support. The messages in the top corner are debug notifications, so you would need to go into the scripts in order to translate them. Most would be in the SLPheromonesControlScript. Thanks for asking for permission, I don't personally mind, I put this stuff up for free for people to enjoy. Tell your Chinese friends to support the Mod and give it some likes on the DL page if they like it.
Psalam Posted September 18, 2018 Posted September 18, 2018 Version 1.07 is working much better. I've been through canines and bears without any problems. The pheromones show up nicely under active effects - thank you. I do have one minor niggle - there is a typo in the message box about "suddently" feeling dizzy. I'm sure you'll clean it up when any bigger issues are resolved.
Guest Posted September 18, 2018 Posted September 18, 2018 Hello @Tyrant99 and @skyrimfet. Looking to the errors looks like a problem of the registration of the RaceType. Some tech stuff SexLab use something called RaceTypes and RaceKeys. They are just string name to generalize the races. For example the RaceType "Dogs" is associated to a set of Races for dogs (Dogs, Husky, HuskyDLC02, etc.) This is to use the animations not linked to actual races, but to all the races that are similar. SexLab, by default register only some races. Other races are added mostly by MNC. To add the "Deer" race you may want to add MNC (also SLAL edition, but follow the install instructions.) This should register the RaceType Deer and associate the DeerRace to it.
Nooky monster Posted September 18, 2018 Posted September 18, 2018 Love the mod, but I seem to be having a slight issue with animations. There is a major delay (about 5 min) with any animations starting. I have learned that when any creature spawns, to just stand still and wait or else the controls freeze up and I have to reload a save. any feed back would be nice, thanks.
Tyrant99 Posted September 18, 2018 Author Posted September 18, 2018 2 hours ago, Psalam said: Version 1.07 is working much better. I've been through canines and bears without any problems. The pheromones show up nicely under active effects - thank you. I do have one minor niggle - there is a typo in the message box about "suddently" feeling dizzy. I'm sure you'll clean it up when any bigger issues are resolved. Glad it's working for you, guess your PC got so dizzy she forgot how to spell... 9 minutes ago, smashling177 said: Love the mod, but I seem to be having a slight issue with animations. There is a major delay (about 5 min) with any animations starting. I have learned that when any creature spawns, to just stand still and wait or else the controls freeze up and I have to reload a save. any feed back would be nice, thanks. This Mod doesn't directly control how long it would take to start a SexLab Scene, it simply matches up certain actors under certain conditions and then sends a call to some SexLab functions to let SL do its thing. How many animations you have installed for SexLab to sort through, how robust your computer is, if you're running heavy script mods, or if you have some dirty scripts that are polling a lot, those could all have an impact on the performance...
Psalam Posted September 18, 2018 Posted September 18, 2018 Spoiler 6 minutes ago, Tyrant99 said: Glad it's working for you, guess your PC got so dizzy she forgot how to spell... This Mod doesn't directly control how long it would take to start a SexLab Scene, it simply matches up certain actors under certain conditions and then sends a call to some SexLab functions to let SL do its thing. How many animations you have installed for SexLab to sort through, how robust your computer is, if you're running heavy script mods, or if you have some dirty scripts that are polling a lot, those could all have an impact on the performance... Damn! I didn't think of that! Maybe she just couldn't read the box! ?
Slorm Posted September 18, 2018 Posted September 18, 2018 6 hours ago, Psalam said: Reveal hidden contents Damn! I didn't think of that! Maybe she just couldn't read the box! ? Must have been too much alcohol
Psalam Posted September 18, 2018 Posted September 18, 2018 Spoiler 55 minutes ago, Slorm said: Must have been too much alcohol But, but ... where do you think I got the original bear pheromones from?
Reesewow Posted September 18, 2018 Posted September 18, 2018 On 9/17/2018 at 1:13 PM, Slorm said: One oddity I have noticed with SLAL and SL. MNC, Funnybusiness and Leito animations stay in the SL registry when it's reset but Billyy's always need to be re-registered again though SLAL after each reset. Not sure why but it seems consistent. My thought is that is just us crushing SLAL under the weight of way more animations than was originally assumed - for me it is usually Anubs creature animations that don't get registered after a full reset and need special attention. I've just gotten in the habit of running down the list and hitting "register" for each pack individually after a reset just to make sure everything is set up properly. 8 hours ago, smashling177 said: Love the mod, but I seem to be having a slight issue with animations. There is a major delay (about 5 min) with any animations starting. I have learned that when any creature spawns, to just stand still and wait or else the controls freeze up and I have to reload a save. any feed back would be nice, thanks. 5 minutes is extremely long just to start an animation - as Tyrant mentioned that is probably a general Sexlab problem you are having. You could try posting a papyrus log of an attack taking that long here or in the SL tech help forum and someone might be able to point you in the right direction. 14 hours ago, Tyrant99 said: I'll take a look and see if there's any clean way to add Defeat support. I think the generally accepted flag for "this character is involved in a sexytimes scene, don't interfere" is the Deviously Helpless suspend/resume triggers and I *think* Defeat might also put up that flag (or its own version). Deviously Cursed Loot and Devious Followers for instance use a suspend/resume event to make sure they don't trigger an event while the other is doing so. Other mods just check for "named scenes" and won't fire if the player is marked as being in a scene (I believe Aroused Creatures is an example of a mod that does this, not sure) - this might be a good option for Pheromones since its events are not super important to fire every time the timer is off cooldown, as long as most of them are getting through.
Tyrant99 Posted September 18, 2018 Author Posted September 18, 2018 3 minutes ago, Reesewow said: I think the generally accepted flag for "this character is involved in Sexytimes scene, don't interfere" is the Deviously Helpless suspend/resume triggers. Deviously Cursed Loot and Devious Followers for instance use a suspend/resume event to make sure they don't trigger an event while the other is doing so. Other mods just check for "named scenes" and won't fire if the player is marked as being in a scene (I believe Aroused Creatures is an example of a mod that does this, not sure) - this might be a good option for Pheromones since its events are super important to fire every time the timer is off cooldown, as long as most of them are getting through. For sex scenes, I've usually used the SexLab animating faction function or active function, there's a boolean right in the SL Framework script that I already am using in this Mod's scripts that checks for active Sex Scenes. The SendModEvent("dhlp-Suspend") / Resume, I believe is just a toggle for Deviously Helpless compatibility to ensure that Deviously Helpless events don't trigger when you don't want them to. There's also a GlobalEventFlag boolean in Zadlibs... I think that might help with vibrators and whatnot... Maybe it would make sense to add these in...
Reesewow Posted September 18, 2018 Posted September 18, 2018 5 minutes ago, Tyrant99 said: The SendModEvent("dhlp-Suspend") / Resume, I believe is just a toggle for Deviously Helpless compatibility to ensure that Deviously Helpless events don't trigger when you don't want them to. Yep, that's the one - while it was probably intended just for Deviously Helpless compatibility other mods have gone ahead and made use of it, so it seems to be a fairly commonly used marker for DD scenes that shouldn't be interrupted by other mods. Devious Followers and Deviously Cursed Loot both respect that event and use that event themselves so other mods respect their scenes. I'm not sure if Defeat has a similar event that can be detected or not, altho I've never seen Aroused Creatures/Devious Followers/Cursed Loot trigger a scene during a Defeat event, so those mods seem to be fairly good at detecting Defeat. 1
Tyrant99 Posted September 18, 2018 Author Posted September 18, 2018 3 minutes ago, Reesewow said: Yep, that's the one - while it was probably intended just for Deviously Helpless compatibility other mods have gone ahead and made use of it, so it seems to be a fairly commonly used marker for DD scenes that shouldn't be interrupted by other mods. Devious Followers and Deviously Cursed Loot both respect that event and use that event themselves so other mods respect their scenes. I'm not sure if Defeat has a similar event that can be detected or not, altho I've never seen Aroused Creatures/Devious Followers/Cursed Loot trigger a scene during a Defeat event, so those mods seem to be fairly good at detecting Defeat. Ok, probably worth while to add in. Thanks!
Nooky monster Posted September 18, 2018 Posted September 18, 2018 9 hours ago, Tyrant99 said: Glad it's working for you, guess your PC got so dizzy she forgot how to spell... This Mod doesn't directly control how long it would take to start a SexLab Scene, it simply matches up certain actors under certain conditions and then sends a call to some SexLab functions to let SL do its thing. How many animations you have installed for SexLab to sort through, how robust your computer is, if you're running heavy script mods, or if you have some dirty scripts that are polling a lot, those could all have an impact on the performance... Its what I kinda figured... but Sexlab in itself is very script heavy and taxes skyrim engine itself, most mods I run are script heavy but the game is very stable as I rarely crash anymore. And I do have a custom pc for games, but skyrim wont let more than what? 2.5 or so gigs of vrm? My pc has one TB of vm. I might have too many animations activated. Let me deselect a hundred or so and I will post back later.
Tyrant99 Posted September 18, 2018 Author Posted September 18, 2018 3 minutes ago, smashling177 said: Its what I kinda figured... but Sexlab in itself is very script heavy and taxes skyrim engine itself, most mods I run are script heavy but the game is very stable as I rarely crash anymore. And I do have a custom pc for games, but skyrim wont let more than what? 2.5 or so gigs of vrm? My pc has one TB of vm. I might have too many animations activated. Let me deselect a hundred or so and I will post back later. Well, there's always ENB to break through the Skyrim memory cap and optimize memory much better. If you're using heavy Mods but don't have ENB setup, might be worth considering.
Nooky monster Posted September 19, 2018 Posted September 19, 2018 2 hours ago, Tyrant99 said: Well, there's always ENB to break through the Skyrim memory cap and optimize memory much better. If you're using heavy Mods but don't have ENB setup, might be worth considering. Really? where can I get this ENB setup? if you would please. I have aprox 371 mods but none that change the environment or towns. And THANKS!
Tyrant99 Posted September 19, 2018 Author Posted September 19, 2018 5 hours ago, smashling177 said: Really? where can I get this ENB setup? if you would please. I have aprox 371 mods but none that change the environment or towns. And THANKS! Did you try the link in the post you're quoting? Here's a guide.
marymuir2 Posted September 19, 2018 Posted September 19, 2018 is this compatible with milk mod economy? it worked maybe twice and hasn't done anything since, even if chance is set to 100 I don't get anything triggering.
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