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  • 2 weeks later...
Posted

Hmm, possible "bug" report

 

I am playing around alot with this mod at the moment. 

I noticed that somehow sometimes the "trip" "stumble" "fall" stuff does not apply.
I m running bare foot for an hour now and no single Trip event. 

I have everything enabled and I can also see the trip chances apply in the MCM debug section. 
The speed debuff seems to work also. 

Can this be related to some effects from DDs? Like health regen damaged, not allowing spell effects or sth?
It worked while I had the Cursed Collar from Cursed Loot. Now I have items from Treasure Hunter whore... 

 

 

meh... somehow there was a "locked (X)" in the mutex. 
found that value just now. 
No idea how that occured, but with resetting the mutex the events worked again. Duuuh! 
unexpected but now I m wiser 

Posted

ok another thing:
possible Device support for the animations?

I am currently running in steel manacles but I dont get bound animations. 

For the yoke only the falling animations is fitting, all others "break" the yoke for the animation. 
I know at least that the necessary animations exist inside of ZAP Framework. 

Any plans? Or did I miss an MCM option :D 

Posted

sorry for my ignorance but I just tried to compile a script from this mod (just changing the MCM name) via Notepad++ and MO2. 
Normally all scripts compile but this time I get the error "unable to find script_fwb_mcm"

since the scripts are all named with the _style I suspect I missed something here?! 
Usually this error only occurs when I dont start Notepad++ via MO2.

Or do I miss a script somewhere? when dependencies are missing its usually just a different warning :

Posted
8 hours ago, Nymra said:

I am currently running in steel manacles but I dont get bound animations. 

SLD doesn't perform animation filtering for DD, and it doesn't need to. That is DD's responsibility; it contains an animation filter for DD animations, and it will capture animation starts and replace the animation according to its whims.

 

I see you have raised similar issues on other forums.

 

Your problems lie with DD, and not the consumer mods that are starting sex.

Either you do not have the filter enabled, or there is a problem in your DD install, or in the implementation of the DD filter.

I don't know which it is of those causes, but it's not the consumer mods; they are unaware of the filter.

 

Also, SLD doesn't perform animation resets, which seems to be your problem.

I think - it's not entirely clear - that you are seeing the animation overrides being cleared for running in bonds etc?

If you are getting that kind of thing, it's a mod that resets animations.

Most DD-oriented mods will not do that, because it's really obvious to the modder there's a problem. Lots of users complain.

Sometimes these kind of problems are associated with crawling, as a mod may reapply the crawling overrides.

In this case it sounds like some other mod, probably not DD oriented, is resetting your animations.

 

Regarding your script_fwb_mcm ... there is no such script in SLD as far as I recall. It does not match my making conventions, and I don't think I have such a file.

It seems like something stuck the word 'script' on the front of the real file name.

Posted

I might've missed it in the MCM but where are the configurations actually saved on my PC when I hit save? I've tinkered a lot with this mod and I'm slowly approaching the slot limit so if I can just pop the files out into another folder to extend storage that would be neat.

Posted
On 9/26/2020 at 1:29 AM, firepunch1 said:

I might've missed it in the MCM but where are the configurations actually saved on my PC when I hit save? I've tinkered a lot with this mod and I'm slowly approaching the slot limit so if I can just pop the files out into another folder to extend storage that would be neat.

They're in the <skyrim>\data\SKSE\Plugins\FWB directory.

Probably in a special mod you made for storing them if you use MO; that's how I do it.

  • 3 weeks later...
Guest AthenaESIV
Posted

Any chance to have this work with Racemenu Overlays as well? Say reduce / increase opacity of an overlay slot based on a stat?

 

(I'm trying to find a good way to get dirty soles over time on a barefoot slave, lol)

Posted

This Mod as the Dialog "I really need a huge number of cocks in me. Can you help" ... can anyone explain me whats its cause and whats effect its have if i choose it in a dialog witht he NPC´s ... i have tried but can not recognized anything that then happen or i can not found out what is cause ... any informations are helpfull. Thanks

Posted
On 10/17/2020 at 7:02 PM, AthenaESIV said:

Any chance to have this work with Racemenu Overlays as well? Say reduce / increase opacity of an overlay slot based on a stat?

 

(I'm trying to find a good way to get dirty soles over time on a barefoot slave, lol)

this would be very awesome. indeed for different stuff too... 

Posted
20 hours ago, Brisl said:

This Mod as the Dialog "I really need a huge number of cocks in me. Can you help"

It will cause a sex scene to occur if there are viable participants. A large sex scene.

Posted
16 minutes ago, Lupine00 said:

It will cause a sex scene to occur if there are viable participants. A large sex scene.

ah ok thanks and when occur this i have never get it ... whats must be done that this scenes occur ? Must i ask multiple peoples and get a agreement for it ?

Posted

Is there any chance that this could be used to tie stats from https://www.nexusmods.com/skyrim/mods/95269 and/or 

 into this mod?  As you became more famous for certain types of sexual fame, it could have an affect.  If tied in with stats from 

   it could buff and nerf the player depending on who/what, they have been having sex with, and how many times?  

I realise that adding in sliders for other mods is probably a damned sight more work than I, well, realise!

  

Posted
On 10/22/2020 at 12:18 PM, nutrigrain said:

it could buff and nerf the player depending on who/what, they have been having sex with, and how many times?

It's probably easier just to track it myself.

Posted
4 hours ago, Lupine00 said:

It's probably easier just to track it myself.

I was thinking for some immersive roleplay, which that isn't quite, but alas, probably. 

Posted

Bug report:

 

Clit piercings are not being recognized by the worn items system. This is due to a typo in _fwb_modifiers.psc:

 

Line 3706:

slotMaskFromSlot[50] = 0x40000000
Needs to be:

slotMaskFromSlot[60] = 0x40000000
        

Compiling with the change fixes the issue.


        
A few other things to ponder...

 

1. It would be really handy to have a page that summarizes all the currently active buffs/debuffs in effect, since the active effects pane is really unhelpful for Disparity. The "debug" tab of the MCM is close, but something that breaks it out by source would be better. Something like:

 

-65% Magicka Regeneration
    -30% Arousal | Current Value: 50
    -25% Denial | Current Value: 16.20
    -10% Overall Abuse | Current Value: 40
+20% Speech
    +20% Arousal | Current Value: 50
+5% Masturbation Chance
    +4% Nipple Piercings | Worn For | Current Value: 4.20
    +1% Arousal | Current Value: 50
etc.

 

I know the list could be quite long, especially with something as involved as my current setup, but having anything that summarizes the sources and their current values without digging through the individual menus would be incredible. I think this would cut down on the "invisible numbers" feeling quite a bit.

 

2. Does the max buff/debuff slider really need to exist? Seems like having a toggle and values for the individual sliders should be sufficient. I always just set it to 100%. Maybe just making 100% the default would suffice?

 

3. Echoing others, making H/M/S into a percentage of max rather than flat numbers would be great. Is there any reason the method described here doesn't work? You've probably already tried it, but who knows.

 

4. The H/M/S regeneration rate stacking is pretty weird at the moment. Because the scale for negative modifiers and positive modifiers is an order of magnitude off, combining such modifiers results in unfortunate outcomes. For example, assume I set certain devices to provide negative stamina regeneration when worn, e.g. -25% each for arm and leg cuffs, and set arousal to provide positive stamina regeneration, e.g. +40% at 50 arousal. Then, at 50 arousal, if I'm wearing both arm and leg cuffs, the result will be 90% of normal stamina regeneration. But if the arm cuffs are removed, then suddenly my stamina regeneration leaps to 250%. Having the +40% eliminate only 40% of negative modifiers but buff by 400% in their absence is a bit screwy.

 

5. It would be interesting to have different worn items be addictive in different ways. Maybe chastity belts get a higher addiction bonus from arousal, while vaginal plugs get a higher bonus from orgasms.

 

6. The item addiction event details don't seem to be saving to the JSON settings file at all.

 

7. Is it possible to allow enemies to attack the player during stumble/trip/fall events? I don't know much about animations, but it seems theoretically possible, since paralysis seems to allow it.

 

8. Is it possible for the forced masturbation event to disable player SexLab controls somehow, if that option is ticked in SexLab? That way it would be impossible to just spacebar through an untimely masturbation scene to avoid rape, if one was inclined towards cheating the system.

 


And of course, thanks for all the work you put into this. Playing with Disparity definitely feels like blurring the line between tweaking settings and modding the game myself. I'd be quite interested to see the systems you and others have created with Disparity; maybe I'll post my own sometime in the future once I feel like the kinks are worked out.

Posted
1 hour ago, rawrrawr300 said:

1. It would be really handy to have a page that summarizes all the currently active buffs/debuffs in effect, since the active effects pane is really unhelpful for Disparity. The "debug" tab of the MCM is close, but something that breaks it out by source would be better. Something like:

This would be a nice feature.

 

1 hour ago, rawrrawr300 said:

2. Does the max buff/debuff slider really need to exist? Seems like having a toggle and values for the individual sliders should be sufficient. I always just set it to 100%. Maybe just making 100% the default would suffice?

It does seem odd, I have thought that myself often. 

 

1 hour ago, rawrrawr300 said:

7. Is it possible to allow enemies to attack the player during stumble/trip/fall events? I don't know much about animations, but it seems theoretically possible, since paralysis seems to allow it.

This would be nice

 

1 hour ago, rawrrawr300 said:

8. Is it possible for the forced masturbation event to disable player SexLab controls somehow, if that option is ticked in SexLab? That way it would be impossible to just spacebar through an untimely masturbation scene to avoid rape, if one was inclined towards cheating the system.

This is really the only one I wouldn't really be in favor of. I don't really like the idea of modders attempting to invoke anti-cheating measures, it tends to make handling times when bugs happen impossible to fix. But I guess in the limited area of lock player controls when the lock player controls option in sexlab is checked makes a big difference. 

 

 

All in all I give a hardy +1 to Rawrrawr300's list. ? 

Posted
On 10/29/2020 at 5:18 AM, rawrrawr300 said:

Compiling with the change fixes the issue.

Thanks...

 

I think I already fixed this in my local version, as it was reported before, but maybe I didn't...

I think there's also another similar error in the code that checks for FormIDs, where one of the IDs still has some upper bits set, which breaks it.

I fixed that one too - both were related to piercing flag problems.

 

On 10/29/2020 at 5:18 AM, rawrrawr300 said:

1. It would be really handy to have a page that summarizes all the currently active buffs/debuffs in effect

It sure would :) 

The debug page does provide some hints of course, but it only has the total values.

 

On 10/29/2020 at 5:18 AM, rawrrawr300 said:

2. Does the max buff/debuff slider really need to exist?

Needs and wants...

Changing a slider to a tickbox just removes functionality for no great increase in simplicity.

I actually use that slider a lot myself.

 

 

For example, set up a wide range of buffs/debuffs for a given DD item.

Then, during play, I can dial the whole assemblage's importance up and down easily without having to edit every slider in there.

 

 

On 10/29/2020 at 5:18 AM, rawrrawr300 said:

3. Echoing others, making H/M/S into a percentage of max rather than flat numbers would be great.

Originally it was. But it can't work in Legendary, only SSE. Skyrim bug makes it impossible to find the true max values in LE.

 

On 10/29/2020 at 5:18 AM, rawrrawr300 said:

4. The H/M/S regeneration rate stacking is pretty weird at the moment. Because the scale for negative modifiers and positive modifiers is an order of magnitude off, combining such modifiers results in unfortunate outcomes.

Possibly, these should all combine in log space instead of linear space. I'll make a note to look into it as it's clearly not working as intended right now.

The order disparity is likely a bug, but even so, the way these combine is unintuitively "unstable".

There's no antilog function in Skyrim, but I could easily add it in the DLL. DF contrives antilog via a lookup table, but it has a limited range.

Personally, I only use +ve modifiers for rates, which avoids a lot of problems.

 

On 10/29/2020 at 5:18 AM, rawrrawr300 said:

5. It would be interesting to have different worn items be addictive in different ways.

There are quite a lot of options for device modifiers as it is, so that is probably a bit of a niche feature.

If you can build the mod, you could customize the addiction input yourself, or replace one of the other inputs you don't use as a variant addiction.

  

On 10/29/2020 at 5:18 AM, rawrrawr300 said:

6. The item addiction event details don't seem to be saving to the JSON settings file at all.

I'll add it to my bug list.

 

On 10/29/2020 at 5:18 AM, rawrrawr300 said:

7. Is it possible to allow enemies to attack the player during stumble/trip/fall events? I don't know much about animations, but it seems theoretically possible, since paralysis seems to allow it.

I should change it so that an on-hit ends the animation is what you mean? Yes. I should!

This was originally intended, as I wanted the feature to be useful in combat, but then it got forgotten by the time I put the proper animations in.

 

On 10/29/2020 at 5:18 AM, rawrrawr300 said:

8. Is it possible for the forced masturbation event to disable player SexLab controls somehow, if that option is ticked in SexLab?

I have a low interest in such features. You can always choose not to use them.

But it never occurred to me that I had to do anything to make that SexLab feature work; it should be entirely down to SexLab...

Maybe the problem is really with SLSO or something?

 

Posted
5 hours ago, Lupine00 said:

I think there's also another similar error in the code that checks for FormIDs, where one of the IDs still has some upper bits set, which breaks it.

That was the first solution I tried, to no avail. But maybe it would matter on a different mod setup.

 

5 hours ago, Lupine00 said:

Personally, I only use +ve modifiers for rates, which avoids a lot of problems.

I ended up using something of the opposite solution. I set a constant penalty of -100% to M/S regeneration, and a potential bonus of +200% M/S regeneration to arousal, with the bonus limit capped at 0%. So, you begin regenerating at any positive arousal value, and cap out with normal regeneration at 50 arousal. However, several formerly unimportant devices have stamina or magicka regeneration penalties, such that as you add more of these devices, you need more and more arousal to regenerate anything at all. And, of course, I added drawbacks to high arousal.

 

5 hours ago, Lupine00 said:

I should change it so that an on-hit ends the animation is what you mean? Yes. I should!

This was originally intended, as I wanted the feature to be useful in combat, but then it got forgotten by the time I put the proper animations in.

Maybe this is a symptom of using Disparity on SE, but whenever my character experiences one of these animations in combat, all enemies stop attacking her and just stand there until she gets back up. It's mostly noticeable with the fall animation, because of its duration. Is that not how the animations work for you?

 

It doesn't really make sense to me that an on-hit event would make it easier to get back up... but maybe I'm not understanding what you're saying.

 

5 hours ago, Lupine00 said:

I have a low interest in such features. You can always choose not to use them.

But it never occurred to me that I had to do anything to make that SexLab feature work; it should be entirely down to SexLab...

Maybe the problem is really with SLSO or something?

The feature in SexLab I'm referring to is called "Disable Victim Controls". I haven't looked into how SexLab operates, really, but I assume it doesn't naturally trigger on solo scenes because the scenes are not considered aggressive, and so no actor gets the IsVictim flag set. Maybe SexLab doesn't even have such a flag in scenes with less than two actors, I don't know. But it's not worth your time if the feature doesn't interest you, obviously.

Posted
7 hours ago, rawrrawr300 said:

It doesn't really make sense to me that an on-hit event would make it easier to get back up...

If you're getting hit, Skyrim is going to play hit-react animations, but the fall and get up code will just sit there paused, then end your current animation inappropriately.

 

As for enemies stopping attacking, or doing nothing in combat, I can't understand why that would happen, even in SSE.

 

7 hours ago, rawrrawr300 said:

The feature in SexLab I'm referring to is called "Disable Victim Controls".

Setting victim flags inappropriately has other consequences. I dislike it when other mods do it.

If you don't want to terminate the animation you can always choose not to hit space - which is what I mean by low interest in features that are basically stopping players from doing things they can simply choose not to do if they think it's a cheat. Conceptually, I wouldn't say I'd never implement that, but in practice, it's not delivering much value. 

 

Probably it's easy to turn off the controls, then the real problem is the 10% of people who complain they don't re-enable when they should, etc etc.

Posted
1 hour ago, Lupine00 said:

As for enemies stopping attacking, or doing nothing in combat, I can't understand why that would happen, even in SSE.

I just tested it again, and it happens reliably. Enemy mage was zapping me, I'd fall over, he'd patiently wait for me to get up, then start zapping me again. Rinse and repeat.

 

I don't see any obvious culprit in the code, nor do I see any other mods that are clearly to blame. Nothing wonky shows up in the papyrus log with SLD debug turned on either.

 

@Corsayr, can you confirm if you have this problem too? It sounded like you did from your post. Though I guess that doesn't answer the question of whether it's an SE bug or not.

Posted
20 minutes ago, rawrrawr300 said:

can you confirm if you have this problem too? It sounded like you did from your post. Though I guess that doesn't answer the question of whether it's an SE bug or not.

Yes, after any fall in combat from disparity they patiently wait for me to stand back up again. 

Posted
27 minutes ago, Corsayr said:

Yes, after any fall in combat from disparity they patiently wait for me to stand back up again. 

noticed that too, yeah. 

Posted
8 hours ago, Corsayr said:

Yes, after any fall in combat from disparity they patiently wait for me to stand back up again.

All SLD does, is start an idle animation on the player. Why that would cause NPCs to change their combat behavior is puzzling.

It's not intuitive that an idling player should cause idling NPCs, or more importantly, how an animation could then be played without making this happen.

 

If anyone knows more about this, please explain!

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