quilnux Posted December 31, 2018 Posted December 31, 2018 Not sure what I'm doing wrong here. This is attached to the Player Actor scripts area Scriptname TestScript extends Actor SexLabFramework property SexLab Auto Actor Property Aliaunna Auto Actor Property PlayerRef Auto Event OnPlayerLoadGame() RegisterForSingleUpdate(10.0) EndEvent Event OnUpdate() Actor[] sexActors = new Actor[2] sexActors[0] = Aliaunna sexActors[1] = PlayerRef sslBaseAnimation[] anims int returnvalue = SexLab.StartSex(sexActors, anims, Aliaunna) EndEvent The script runs and returnvalue equals 0 at the end. But the actors simply do not do anything. The properties are set correctly to the respective NPC/Player references. The player is located in the same cell as the NPC. anims is not set by me directly as I'm expecting the defaults to be filled in for this. I'm running .63 BETA 5.
Sailing Rebel Posted December 31, 2018 Posted December 31, 2018 Check the papyrus log. By default SL should be reporting on what's happening there.
quilnux Posted December 31, 2018 Author Posted December 31, 2018 32 minutes ago, Sailing Rebel said: Check the papyrus log. By default SL should be reporting on what's happening there. Sorry, I typed into notepad before copy/pasting here. I thought I included my Papy logs. Cannot call StartSex() on a None object, aborting function call stack: [ (00000014)].TestScript.OnUpdate() - "TestScript.psc" Line 22 [12/30/2018 - 09:09:28PM] warning: Assigning None to a non-object variable named "::temp2" stack: [ (00000014)].TestScript.OnUpdate() - "TestScript.psc" Line 22 To be honest, I don't know what this all means. Not sure what a None object is. I'm assuming I've missed something somewhere.
Sailing Rebel Posted December 31, 2018 Posted December 31, 2018 There should be some output from SexLab in the logs at the very least acknowledging the StartSex call. The ::temp errors can be ignored, it'll happen during script development.
quilnux Posted December 31, 2018 Author Posted December 31, 2018 7 minutes ago, Sailing Rebel said: There should be some output from SexLab in the logs at the very least acknowledging the StartSex call. The ::temp errors can be ignored, it'll happen during script development. Unfortunately the SexLab logs have nothing in them other then 2 lines. One when the game starts and the log and opened, and the second when the log is closed. I went back through all the initialization steps again from the archived SDK (any chance the real SDK site will be up soon?) and found that the property window on the script did not have a value set. I got the type and name put in, but seems it didn't save the value. After re-selecting the value, recompiling and saving the mod, it seems to be working.
Sailing Rebel Posted December 31, 2018 Posted December 31, 2018 Is SexLab actually installed via the MCM before the script is tested? Can other mods start animations at the same time?
quilnux Posted December 31, 2018 Author Posted December 31, 2018 Yes and Yes. Since fixing the value issue on the property window, things are working as expected. Thanks for your help!
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