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Posted (edited)

Rewrote the plugin from scratch using Clib-NG (should work on SE, AE, and VR). This doesn't include the hot fixes Lupine published since they never released the source scripts. I tried de-compiling with Champollion but it was difficult to identify where the changes occurred. If anyone has any insight, I can make the alterations and recompile.

 

Requirements:

  • SL Disparity (overwrite in your mod manager)
  • Address Library

 

EDIT: This is a new version with fixes thanks to @hsdaua

 

Source Code

Sexlab Disparity NG.zip

Edited by ponzipyramid
Fixed version
Posted
3 hours ago, ponzipyramid said:

Rewrote the plugin from scratch using Clib-NG (should work on SE, AE, and VR). This doesn't include the hot fixes Lupine published since they never released the source scripts. I tried de-compiling with Champollion but it was difficult to identify where the changes occurred. If anyone has any insight, I can make the alterations and recompile.

 

Requirements:

  • SL Disparity (overwrite in your mod manager)
  • Address Library

 

Sexlab Disparity NG.zip 143.71 kB · 2 downloads

 

Source Code

 

I'm potentially getting pretty excited about this because this is one of my favourite mods... what exactly should we expect to see if we use your rewrite?

Posted
Just now, Anunya said:

 

I'm potentially getting pretty excited about this because this is one of my favourite mods... what exactly should we expect to see if we use your rewrite?

 

Unfortunately not much, this is just to get it working on AE. I'm migrating to 1.6.629 right now and I'm trying to port what I can before I jump ship. Definitely not aiming to adopt this right now - too much on my plate.

Posted
1 minute ago, ponzipyramid said:

 

Unfortunately not much, this is just to get it working on AE. I'm migrating to 1.6.629 right now and I'm trying to port what I can before I jump ship. Definitely not aiming to adopt this right now - too much on my plate.

 

Ah... still good work for the AE crowd :)

Posted
On 6/23/2023 at 1:03 AM, ponzipyramid said:

Rewrote the plugin from scratch using Clib-NG (should work on SE, AE, and VR). This doesn't include the hot fixes Lupine published since they never released the source scripts. I tried de-compiling with Champollion but it was difficult to identify where the changes occurred. If anyone has any insight, I can make the alterations and recompile.

 

Requirements:

  • SL Disparity (overwrite in your mod manager)
  • Address Library

 

Sexlab Disparity NG.zip 143.71 kB · 13 downloads

 

Source Code


Are you sure you bundled the correct .dll? Still gives a "LE Plugin cannot be used with SE" for me on startup and the last modified date of the .dll file is in 2019.

Posted
4 minutes ago, ponzipyramid said:

Try this one: _fw_plugin.dll


New error now "_fw_plugin.ddl: disabled, unsupported version independence method". I'm on 1.6.640 btw, if that matters?

Posted (edited)
1 hour ago, ponzipyramid said:

Let's give this one more shot :)

_fw_plugin.dll 397.5 kB · 1 download

 

Progress! The plugin now loads and I can enable SLD and edit its MCM settings. However, all effects are directly at the lower limit (so maximum debuffs), even though all max buff/debuff settings are set to 0%. I'll play around with the settings a bit more to see if I can narrow down the problem.

EDIT: I noticed a suspicious error in the papyrus log that may have impacted the modifier calculations:

 

error: Native static function MinScalar does not match existing signature on linked type ArrayMath. Function will not be bound.

 

EDIT2: I think I found the error: https://github.com/ponzipyramid/SexlabDisparityNG/blob/main/src/Papyrus.cpp#L97 should be a scalar operation

Edited by hsdaua
Posted
47 minutes ago, ponzipyramid said:

That's what I get for aggressively copy pasting my functions. Try this:

_fw_plugin.dll 397.5 kB · 1 download

 

That got rid of the error at least, but the problem remains. All debuff effects are maxed, even with the master debuff strength set to 0. I'll see if I can reproduce it on a clean save to rule out problems with my game. The logs didn't really further help me pinpoint the issue.

  • 2 weeks later...
Posted
On 6/30/2023 at 10:52 AM, ponzipyramid said:

That's what I get for aggressively copy pasting my functions. Try this:

_fw_plugin.dll 397.5 kB · 7 downloads

Gunna have to agree with hsdaua, all effects are at max, I'm immediately killed (lol) when the mod turns on due to -800 health (default). I do not know anything about making  a dll so I simply wait and suffer here :(

Posted
5 hours ago, Meladiator said:

Gunna have to agree with hsdaua, all effects are at max, I'm immediately killed (lol) when the mod turns on due to -800 health (default). I do not know anything about making  a dll so I simply wait and suffer here :(

 

Try the one I reposted at the top, that's the most up to date version.

Posted
4 hours ago, ponzipyramid said:

 

Try the one I reposted at the top, that's the most up to date version.

Thank you so much! Love your mods! You're a saint.

  • 2 weeks later...
Posted
On 6/23/2023 at 9:03 AM, ponzipyramid said:

Rewrote the plugin from scratch using Clib-NG (should work on SE, AE, and VR). This doesn't include the hot fixes Lupine published since they never released the source scripts. I tried de-compiling with Champollion but it was difficult to identify where the changes occurred. If anyone has any insight, I can make the alterations and recompile.

 

Requirements:

  • SL Disparity (overwrite in your mod manager)
  • Address Library

 

EDIT: This is a new version with fixes thanks to @hsdaua

 

Source Code

Sexlab Disparity NG.zip 238.2 kB · 38 downloads

Safe to override this with the SLIF patch?

  • 2 months later...
Posted

I have a problem

Game says no "rape" animation enabled in sexlab.

 

I don 't have even many animations i tried to ad a tagg with a mod called SLate (animation tag editor) but did not fix.

 

Why doesn't the mod use aggressive like any other mod though?

any way to fix it?

Posted (edited)

@ponzipyramid - thanks for the NG update - glad I checked back on this old mod on a random whim! Seems to all be working nicely!

I did notice that the trip/stumble animations bundled in with the original mod weren't working, so I did a quick conversion of the behavior files for SE, which seems to do the job. I'll stick them up them here in case you wanted to bundle them in with your NG version (and/or for anyone that wants them - this is just the behaviors - just overwrite the original mod).


Behaviors Fix (for SE):

 

SexLab Disparity - behavior conversions.zip

 

EDIT: In fact, I noticed that there's actually a bug in the original mod which causes calculated archery buffs to be applied to alchemy instead (mentioned way back on page 20 of this thread, but I didn't see a fix posted anywhere at a glance), so I knocked together a quick fix for that as well. Shouldn't conflict with the NG version - just make sure it overwrites the original mod. You'll probably need to uninstall/clean/reinstall if applying to an existing installation to get the fix to apply properly - don't forget to export your Disparity configuration if you don't want to lose it!

Archery/Alchemy buff fix (should work for LE & SE):


SexLab Disparity - Archery Buff Fix.zip

 

Edited by elliesec
Added archery buff fix
  • 4 months later...
Posted (edited)

Anybody know how to get this to properly work with AE? I'm using @ponzipyramid version, which allows arousal to work but none of the sliders for breast, butt or belly are working. It is saying nodes aren't detected at the top right in the MCM under the MAIN tab. Is this simply a limit of AE not having NiOverride? Do I need SLIF? Any help would be appreciated!


Edit: Got it working, didn't tinker with the morph settings enough. For anybody else struggling with the AE version posted by @ponzipyramid make sure to enable morphs in the Morphs tab. Then you want to set all the sliders under it to 100%, then all of the Weights to 1. This will essentially bypass the normal Node detection method used by older mods & replace it with a Morph detection used by most, if not all modern mods. Mod author explains this all on the main page in more depth.

Edited by Tutzier13
Posted

Quick question: Any way to make a patch for Disparity with 3BA? I'd rather not use SLIF if possible, yet I noticed Disparity's morphs are set to default CBBE morphs & was wondering if anybody knew a way for it to work directly with 3BA morphs instead?

  • 2 months later...
Posted
On 2/18/2024 at 3:18 PM, Tutzier13 said:

Quick question: Any way to make a patch for Disparity with 3BA? I'd rather not use SLIF if possible, yet I noticed Disparity's morphs are set to default CBBE morphs & was wondering if anybody knew a way for it to work directly with 3BA morphs instead?

Did you ever mange to get this to work with 3BA? Does the morph detection fix solve that problem?

 

Posted
23 hours ago, rmtsign said:

Did you ever mange to get this to work with 3BA? Does the morph detection fix solve that problem?

 

Nope, it seems the mod is based around the default CBBE body, not the 3ba so there's no way as of now to fix it in game. It would have to be done by someone remodding the mod to allow for it to detect 3ba. SLIF could possibly fix it? Although I doubt it & it's been a while since I've played so I don't know.

  • 2 months later...
Posted (edited)

Why do all versions of Disparity try to use SLIF_Main.GetMorphValue even though SLIF.Main does not have a GetMorphValue function? From what i can tell, this is why it has never worked? It clearly shows the error in papyrus log, so how did it get missed for 5 years?

Did SLIF.Main used to have such a method a long time ago?

 

 

edit:

it appears the right call should be
SLIF_Morph.GetValue() ...?

i dont have CK or time to learn it currently, not sure how hard it is to fix or compile anything

Edited by eicosa
Posted

Hi. The current version was buggy for me, at least for the Breasts node. I followed @Tutzier13's advice with the morphs, and it did kinda work when I only selected the first morph for the breasts. However, it was decreasing (morph 0 was read as 1 by the mod, and 2 was read as 0).

As I was working on an update to Transformative elixirs (will post it soonish), I figured I could just use the same code for FWB, as it was what I wanted to use it for. So I simply edited the script to directly read the morph that interested me. Here is the (quick and dirty) fix, all in one:

SLD SSE 14.4.1.zip For SSE/AE, tested on 1.6.353. You don't need to enable the morphs!

 

Changelog:

PROBABLY NOT SAVE GAME COMPATIBLE
+ Based on the file "Sexlab Disparity 14.4 - SSE with DLL and Clit Fix.7z" shared by @bubba999
+ Integrates NG version from @ponzipyramid, archery byff and behavior conversions from @elliesec(not tested)
+ Uses morph by default, with "Breasts", "Belly" and "Butt", changes done at _fwb_modifiers.psc:1121
+ Renamed the "mcm" property to "mcm_property" (required by my papyrus compiler) => this should make it unsafe to update midgame from what I understood (caused me some CTD until I reverted to a save prior enabling the old disparity in the mcm), might be fine if you never enabled disparity in the mcm
+ removed _fwb_mcm_playeralias.psc as it seemed to be unused (and failed compilation)
+ Compatible with 3BA, OBody NG, Transformative Elixirs natively (at least on my Load order)
+ Not tested with SLIF (probably won't work?)
+ Tested on AE 1.6.353, should probably work on the others versions

If you want to apply this changes to another .zip, edit _fwb_modifiers.psc similarly to here on line 1121-1123. You might have to rename the "mcm" property (and then edit the esp in XEdit to rename the property)

 

 

I'm quite a novice mod maker, so I can't guarantee that it will work on your end. I also only tested it briefly in the start cell.

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