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Posted
On 10/11/2023 at 10:45 PM, OsmelMC said:

Try this version...

 

what I did (bulletted lines means ISSUE):

-- started new game, (didn't wait for SLF to trigger its install if that matters, didn't change PC's name so this time it was vanilla "prisoner")

-- opened MCM and "imported OM config"

-- checked outfits list but basically nothing mine there, so closed MCM

-- reopened MCM, and oufit list were this time filled with all "mine old" outfits, but:

  • "tooltip" (section below main window) didn't show actual content of those mine outfits, while for those preinstalled with OM had tooltip filled properly(*)

-- went to advanced behavior to check PC's scenarios, and:

  • nothing was imported - zeroes everywhere

-- so I've hit "import" (without entering any name, because name is not actually stored in 0..14.jsone profile anyway:

  • got ERROR in place of IMPORT "button

-- closed and reopened MCM, hit RESTART OM

-- closed MCM and waited for confirmation that it restarted

-- reopened MCM at Advanced Section, and hit IMPORT with the same outcome (second) time, BUT then, afrer hitting that ERROR "button" third or fourth time (counting previous attempts) finally it changed to "WORKING" (or something like that, and Scenarios were not empty anymore, BUT

  • there were wrong outfits (mostly not "mine", one or two of them were for/from "vilja" - skunk I've never even met not mention installing) assigned to not the same set of scenarios
  • keyboard shortcuts weren't working

-- ALT-TABBED to OS and DIFFed currect 0..14.json with my backup - mainly it was screved up (from my perspective) so I've merged two sections that were important for me in that case "activeoutfit" (AKA scenarios) and "trackedinventoryitems" (things that I no longer wish to craft again and again when starting new game)

-- reopened MCM and and hit IMPORT profile once again - this time I've got proper scenarios with proper outfis, and hotkeys working again

 

Repeated that whole test second time, with my 0..14.json profile partially modified with same/similar enough outcome - some "restart and/or kick and/or poke" still required to make PC's profile working.

 

And that concludes my tests.

 

-----------------------------------

 

After all I've went to check/diff whole config directory, including deeper thinking about changes made in 0..14 one by upgrade, and decided that I prefer to stick with previous version of OM because it was maybe buggy initially, but I've managed to get it working the way I needed. I have no idea if other issue were addressed in that test version,  so my tests ended just on game start, and without knowing what exactly should be tested because has been changed(**) so for the time being I choose to just play and get my PC fucked by some happy entity.

 

However, If you wish me to test something specific, then I'll do it next time, gladly.

 

BTW: thanks for the fucking amazing mod - finally I've got means to utilize all those outfits that usually didn't fit in ridiculously small pool offered by SKY_UI there, with small tweak to both Sky and OM adding CTRL/ALT/SHIFT modifier recognition/support possibilities for hotkeyed presets I have more possibilities than need! :D

Maybe you should think about incorporating it in OM?

 

_______

*) what in the end is not the big issue for me because I've that part rewritten in my branch(ed) version of OM and was planning to merge it after initial tests, in case they were successful

**) I could try to understand all changes in the code, but that would be kinda painful way and I prefer to avoid it if I can simply ask first ;)

 

Posted
2 hours ago, PippinTom said:

"tooltip" (section below main window) didn't show actual content of those mine outfits, while for those preinstalled with OM had tooltip filled properly(*)

The Info displayed for the outfit on the bottom of the window depends of the page. For example the "Supported Outfits" page shows the "Custom Description" of the outfit while the "Advanced Behaviors" page show the items and they amount on the inventory.

 

I think the rest of the errors and issues are related with a fixed bug on the HEX conversion functions. So most of the old JSON files have the wrong names and need to be re exported from your saved game once the OM be updated. 

 

In general if you want to start a new game after update the OM I recommend to open the previous saved game and let it get updated before Export the Configuration, all the Outfits and all the Advanced Behaviors. That's because the update process some times change the structure of the stored values and the Exported JSON files have to be re-exported to make them 100% compatible again.

Posted
On 10/13/2023 at 4:48 AM, OsmelMC said:

In general if you want to start a new game after update the OM I recommend to open the previous saved game and let it get updated before Export the Configuration, all the Outfits and all the Advanced Behaviors.

 

Well, that makes sense I guess, shame that I didn't know it (nor think about it myself) before test - anyway, will test it again then, yet not tonight.

Posted
40 minutes ago, PippinTom said:

 

Well, that makes sense I guess, shame that I didn't know it (nor think about it myself) before test - anyway, will test it again then, yet not tonight.

In first place I assume you be testing in your current gameplay in which case the update is automatic. Then I didn't remember that fix in particular. Happens that I can't remember what fixes I did on each version so before release it I just compare the files of both version's and take notes of the difference for the Nexus Update Log

 

 

At least now I know that I will have to make some warnings on the setup of the next version.

Posted
On 10/14/2023 at 9:17 PM, OsmelMC said:

I assume you be testing in your current gameplay in which case the update is automatic.

 

Here is a mall update on my side:

  1. for unknown reason, update process cleared all of my SKY_UI's presets (F2-F8) and partially F1 (why only partially I have no idea) what is IMHO weird (and unexpected). Just to be sure, that there is no logic conflict - I tried to reset all my OM keybindings to NONE prior to its update - to no avail - same result as when I didn't clear them first. What is kinda "no go" bug for me, at least not until I figure out how to prevent it or you already have an advice of your own in that matter, do you?
  2. minor but annoying: due to (in my opinion accidentally wrong) value of second argument being passed to skse's UnequipItem - my screen is spammed with "item X unequipped" (times number of items in preset) messages whenever I change one outfit to another

 

Posted
2 hours ago, PippinTom said:

 

Here is a mall update on my side:

  1. for unknown reason, update process cleared all of my SKY_UI's presets (F2-F8) and partially F1 (why only partially I have no idea) what is IMHO weird (and unexpected). Just to be sure, that there is no logic conflict - I tried to reset all my OM keybindings to NONE prior to its update - to no avail - same result as when I didn't clear them first. What is kinda "no go" bug for me, at least not until I figure out how to prevent it or you already have an advice of your own in that matter, do you?
  2. minor but annoying: due to (in my opinion accidentally wrong) value of second argument being passed to skse's UnequipItem - my screen is spammed with "item X unequipped" (times number of items in preset) messages whenever I change one outfit to another

 

I don't think any of those be related with the OM but the versions I sent you if Flagged as ESL and ESM at the same time what probably be a problem if your previous version was without flag's or just ESM flagged. 

 

Try using the SSEEditor or WyeBash to set the same flag convention of your previous installed version. Otherwise you won't be able to export the JSON files.

 

For the new game you can use any flagged version but for the update should be the same flag conversation or your previous configuration will be lost at least partially.

 

When you change the flags of a plugin you are supposed to uninstall it and clean the saved game before try it with the new flag.

 

Sorry for the troubles.

Posted (edited)
1 hour ago, OsmelMC said:

When you change the flags of a plugin you are supposed to uninstall it and clean the saved game before try it with the new flag.

 

Well, if I uninstall it first fully (and cleaning/purging save - as I understand - with resaver) then how will I be able to reexport anything after fresh install of new version, technically there should be no trace of previous version after that, at least StorageUtil records won't be there as I understand it - will those outfits survive cleaning?

 

-------

 

EDIT: actually NVM, I didn't read your instructions properly the first time. It will be a lot simpler to just reflag this plugin and so I will do, but just a bit later. gn8.

 

Edited by PippinTom
Posted

Any chance you could figure out a way to shut companions up during sex scenes. Having Lydia going "I've got your back" "Right behind you" or "I'm still there" every literal five seconds is so beyond annoying.

Posted
8 hours ago, Gudulba said:

What is the latest recommendation regarding the load order for SLU+ and SexLab Cum Overlays Extended?

 

My latest info is that the Cum Overlays Extended sslActorLibrary.pex script should overwrite everything else, including SLU+. Is that still the case??

 

The patch is included so you not longer have to overwrite the SLU files with the SCOE files.

Posted
4 hours ago, NoNickNeeded said:

Any chance you could figure out a way to shut companions up during sex scenes. Having Lydia going "I've got your back" "Right behind you" or "I'm still there" every literal five seconds is so beyond annoying.

Those are "hello" dialogues. Means that only get activated when the actor is close enough to the player. Also means that enabling the"Intimacy Circle" option should prevent them from get close enough to start the dialogue.

Posted (edited)
1 hour ago, OsmelMC said:

Those are "hello" dialogues. Means that only get activated when the actor is close enough to the player. Also means that enabling the"Intimacy Circle" option should prevent them from get close enough to start the dialogue.

I thought I had that turned on... I'll need to check that.

Thanks for the tip.

 

Edit: I had it active, probably the reason why my companions stopped standing on top of my body, bobbing up and down during scenes too, but apparently not enough to push them beyond Hello range. Is there any way to adjust how far they get pushed?

Edited by NoNickNeeded
Posted
1 hour ago, NoNickNeeded said:

I thought I had that turned on... I'll need to check that.

Thanks for the tip.

 

Edit: I had it active, probably the reason why my companions stopped standing on top of my body, bobbing up and down during scenes too, but apparently not enough to push them beyond Hello range. Is there any way to adjust how far they get pushed?

Was made just to keep the actors away from the scene but the radios isn't too big and on interiors not always find a place to go so definitely can be improved.

 

By other side I don't know if Skyrim have some way to temporarily disable the "Hello" I can't think on any situation where this be useful besides the Sex scene and not even there because there are Mods that include NPC comments when the Player is on a sex scene and those comments also use the "Hello" dialogues.

 

 

Actually the best solution probably be made another Mod with a empty Hello dialogue with top priority to be triggered on the player sex scene. 

 

Start by find some of the Mods for NPC comments on the sex scene of the player. I recently see one with that on the description but I don't know where.

Posted

Hi, I am having some issues with SLU+, after installing it to my existing save for the first time(1.6.353, Sexlab 1.64c), the animation starting option isn't working anymore, nor does the ask to use hidden place feature. I did export and import the settings after cleaning up Sexlab, but there's still no message window when starting sex and everyone immediately teleport to the position. I'm not sure if it is caused by my SLU+ installation or my Sexlab wasn't working properly.

Posted (edited)
20 hours ago, OsmelMC said:

I don't think any of those be related with the OM but the versions I sent you if Flagged as ESL and ESM

 

Actually it was related to OM, obviously, however "how" is what I didn't investigate, it's not relevant anymore - fact is that after removing ESL flag problem does not occur anymore and SKY_UI presets remain untouched. That's good thing.

 

Whole update process went this time without any issues strictly with update related. Export basically didn't screwed anything up, however for unknown reason it repopulated my jsons with "Custom outfit:" spam in description field of all outfits that had this field emptied by me before(*) except for those modified before export and after update - see below.

 

Minor issue observed:

Outfits newly created or edited after updated get tooltip properly filled (section: supported outfits) however all other existing prior to update (and left untouched) outfits does not have it, it's empty (by tooltip I mean part presenting list of contents for particular outfit in section of UI reserved for contextual help). There seems to be no option in MCM to reset currently loaded outfits in bulk (re-importing global config and restarting OM didn't do such trick, and re-importing them one by one is not my thing, probably faster would be to purge savegame with resaver and reimport whole list with single click since I already have up-to-date export on the disk, but that isn't a priority for me at the moment) <-- that won't help.

 

___________

*) heh, it looks like tooltip content I've been ranting about is taken from description field of json file... well then - weird that during export that field was not updated for the whole list, especially if it was empty, but still - it's not a major issue.

 

--------------------------------------

New game test:

 

Small change if any in terms of PC profile re-initialization - to actually import all scenarios and make (keybindings to work) I had to:

Import global config

close MCM

restart OM via MCM

import PC profile (clicked twice in few seconds span, just to be sure if it won't kick in just by doing so)

reset PC profile

close MCM

re-import it one more time

 

Bottom line is - I know how to do that, so it's not a showstopper for me. but average joe on the nexus my not figure it out on his own.

 

 

Edited by PippinTom
Posted (edited)
4 hours ago, w740su said:

Hi, I am having some issues with SLU+, after installing it to my existing save for the first time(1.6.353, Sexlab 1.64c), the animation starting option isn't working anymore, nor does the ask to use hidden place feature. I did export and import the settings after cleaning up Sexlab, but there's still no message window when starting sex and everyone immediately teleport to the position. I'm not sure if it is caused by my SLU+ installation or my Sexlab wasn't working properly.

 

Those things have to be checked but

 

1. I don't understand what you mean by the Animation Start option not working. Please be more specific.

 

2. The hidden places option when is enabled will try to use furnitures, beds or invisible markers that be far from dressed NPC's, means that if find at least one naked actor around the location it will consider it hidden or private. But if you are asking for the option that allow you move the player before the animation start, that option is showed only if the hidden places option for the player is settled to "Alway Ask".

 

3. The teleport in this case have to be enhanced a bit more. Happens that was enhanced to speed up the animation startup and once the animation is ready to be played it will force the teleport if the actors aren't on position. Of course that last thing is a mistake and will be fixed for the next version so the scene will wait for the actors at least a bit more.

Edited by OsmelMC
Posted
2 hours ago, PippinTom said:

Outfits newly created or edited after updated get tooltip properly filled

What you are seeing in those cases is the Outfit Description that get filled with the items if was empty before, like I said the real one is displayed just on the Advanced Behaviors page.

 

By the way in theory if you empty the description, export and then import the outfit JSON file, the description should get filled with the default values again at see that is empty. But is just in theory since wasn't intentional and I never tried.

 

 

 

2 hours ago, PippinTom said:

Small change if any in terms of PC profile re-initialization - to actually import all scenarios and make (keybindings to work) I had to:

Import global config

close MCM

restart OM via MCM

import PC profile (clicked twice in few seconds span, just to be sure if it won't kick in just by doing so)

reset PC profile

close MCM

re-import it one more time

 

I will check. To be honest I didn't think about the player, in part because you are supposed to start the game without items and the import option of the Advanced Behaviors will give you the scenario items of your previous game so I never export the player behavior.

 

Now that I think about... I should prevent the item importation for the player and prevent the NPC's from get quest or unique items imported (will probably affect the favorite items too)

Posted
1 hour ago, OsmelMC said:

By the way in theory if you empty the description, export and then import the outfit JSON file, the description should get filled with the default values again at see that is empty. But is just in theory since wasn't intentional and I never tried.

 

That's what I thought too, but it does not work that way. However it would be cool if it could - the code is already there, it's just not "retro-something" currently ?

 

1 hour ago, OsmelMC said:

To be honest I didn't think about the player, in part because you are supposed to start the game without items

 

Should it be the end user choice? At the moment items are given only if "immersive inventory" is OFF (by default it isn't) however I'm not sure if it applies to PC or to NPCs only... (I can't check it ATM). Anyway - either if the option is there already or you would need to add it first - I think that's big design decision with dire consequences if you drop that functionality. For users like me, who already got bored of playing "fair" with vanilla storyline and that tedious character building mechanics, when I start new game, then even assuming I'm willing to gather all the resources needed to craft those old (non-vanilla) items, it's pain in the ass, because I have over dozen of mods with armors active (few dozens of  ingame items in total), and I don't use most of their pieces, just selected ones. Now remembering which piece of armor from mod X was my favorite, in which color/slot variation, is close to impossible. With your mod I can skip this whole nonsense and just start game with 100% of what I want, with few brainless clicks instead of hundreds of well thought ones.

 

However I see your point in case of Vanilla's items - as well those unique, combat related, or quest ones, that they should/could be restricted somehow, just to not spoil the new play completely unless player really-really doesn't care. I do care, so I'm using your mod just for "fuck outfits", not those combat ones, however currently its possible too.

Posted
On 10/16/2023 at 8:05 PM, OsmelMC said:

 

Those things have to be checked but

 

1. I don't understand what you mean by the Animation Start option not working. Please be more specific.

 

2. The hidden places option when is enabled will try to use furnitures, beds or invisible markers that be far from dressed NPC's, means that if find at least one naked actor around the location it will consider it hidden or private. But if you are asking for the option that allow you move the player before the animation start, that option is showed only if the hidden places option for the player is settled to "Alway Ask".

 

3. The teleport in this case have to be enhanced a bit more. Happens that was enhanced to speed up the animation startup and once the animation is ready to be played it will force the teleport if the actors aren't on position. Of course that last thing is a mistake and will be fixed for the next version so the scene will wait for the actors at least a bit more.

 

Thanks for reply and sorry about the confusion. By Animation Start option I mean the Disable Starting Teleport setting. It is ticked but all sex animations start immediately and everyone will teleport to the starting potion. For the hidden places option, it was set to always ask but there is no message box asking. Currently my sex animation is like I choose to start sex -> FSF asks if I want to use furniture -> if use, everyone immediately teleport to the furniture; if not use, everyone will teleport to me and start sex.

Posted (edited)

With furniture animations, are the actors supposed to get into position on the furniture themselves?

When the window pops up and asks if you would like to use [ Single Bed, Table, Chair, No! ], the only one that they will use is Bed

If I choose anything else they just stay where they are and start the animation

 

I have the "Use Furniture" options ticked in Sexlab's MCM

 

Also, despite having furniture like an X-Cross and Pillory available, those choices never appear in the pop-up window.

 

Is there some other mod required to facilitate other furniture use?

 

(PS: and yes, I have PowerOfThree's Papyrus Extender 5.6.1 installed)

Edited by dePog
Posted (edited)
13 hours ago, dePog said:

Is there some other mod required to facilitate other furniture use?

Not more requirements but there are some Mods that have compatibility issues with the furniture Menu and when you select one furniture the menu return another. 

 

Send me the file "papyrus.0.log" with a couple of tests selecting the last furniture of the list.

 

 

 

The XCross are mostly from "ZAZ Animation Pack". Check with the Console if the base reference of the XCross you are trying to use is from ZAZ or some other Mod in which case let me know which one and where I can find it.

 

 

 

Also some animations authors are changed the internal ID of they animations so my my SLATE ActionLog won't recognize them. You still can use the SLATE to manually set the missing tags.

Edited by OsmelMC
Posted
5 hours ago, OsmelMC said:

Not more requirements but there are some Mods that have compatibility issues with the furniture Menu and when you select one furniture the menu return another. 

 

Send me the file "papyrus.0.log" with a couple of tests selecting the last furniture of the list.

 

 

 

The XCross are mostly from "ZAZ Animation Pack". Check with the Console if the base reference of the XCross you are trying to use is from ZAZ or some other Mod in which case let me know which one and where I can find it.

 

 

 

Also some animations authors are changed the internal ID of they animations so my my SLATE ActionLog won't recognize them. You still can use the SLATE to manually set the missing tags.

 

Do you have a list of what tags are required to trigger each furniture type?

Posted
1 hour ago, dePog said:

 

Do you have a list of what tags are required to trigger each furniture type?

All the furniture animations (except for the bed ones) should have the "Furniture" tag even if are for those furnitures that aren't supported yet. Then the furniture types on the list of the "Furniture & Beds" page are also the tags for the types. 

Posted (edited)

I hope you haven't been pestered enough with this question, but I'm having trouble setting up ahegao expressions properly. Did you by any chance write some detailed post about this earlier?

 

I've read that they should be enabled, but I'm having trouble making the expressions more expressive than the original ahegao hdt mod. Often the face switches to some neutral state, the tongue constantly comes out through the closed mouth. I really tried, but I gave up and decided to ask you guys. I think I'm misunderstanding some step in the settings.

Edited by Soldream
Posted (edited)
3 hours ago, Soldream said:

I hope you haven't been pestered enough with this question, but I'm having trouble setting up ahegao expressions properly. Did you by any chance write some detailed post about this earlier?

 

I've read that they should be enabled, but I'm having trouble making the expressions more expressive than the original ahegao hdt mod. Often the face switches to some neutral state, the tongue constantly comes out through the closed mouth. I really tried, but I gave up and decided to ask you guys. I think I'm misunderstanding some step in the settings.

 

Check your Auto Refresh Expression option and disable it or set it higher. Seems to be closing the mouth without remove the tongue. 

 

Also make sure that not other Mod is interfering with the Expressions. You have to check your installed Mods that are using the MFG and disable them or check that are parched or compatible with SexLab.

 

 

If you want to edit the Expressions, start by test it on a vanilla face and the try with some high poly or custom face. Some custom faces are smaller than the vanilla faces and will require the new expression slider to look similar to the vanilla faces.

Edited by OsmelMC

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