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Posted

That wonderful addition which lets me the the most active 3 NPCs, that I am so happy about ... ?

 

Is there any way via console command to let me see the number for other NPCs ?

Something like "Show (variableX)"

 

Yes, I have a statistics fetish ?

I might try to have the mod show more than 3, if I get to understand how an MCM is being made.

Or I might even try to make it appear on the Sex Diary page of NPCs targeted with the SL Hotkey.

But for now I am far from being able to do that.

 

 

Another Info-question (about the fetish filter) :

 

A few of my custom followers are a Witch Circle ( Helen Mirren, Alison Bruce, Joanna Price, Fiona Dolman ...)

What do I have to add in xEdit (class, keyword or else) to make only them do the mage masturbation with the floating magic staff ?

 

What exactly is that filter checking for ?

Currently I only get to see that animation when I leave the filter unchecked.

Posted
11 hours ago, osmelmc said:

Probably make your character get scale 0.1 an disappear and many other issues eventually leading to CTD

well that rules that out as a possible solution, any suggestions on what i could try to narrow down the cause of this issue? is it possible that its a weird combo of 3 or more mods interacting to cause this for me?

Posted
9 hours ago, anonym said:

 

Is there any way via console command to let me see the number for other NPCs ?

Something like "Show (variableX)"

No. Just the player partners are being recorded. The system don't know the partners record of the NPC's, just know the name of the last one but not even the amount of interaction.

 

9 hours ago, anonym said:

I might try to have the mod show more than 3, if I get to understand how an MCM is being made.

Is easi, just find the function for the partners on the config script and change the 3 for the number you like more. And compile the script.

 

9 hours ago, anonym said:

What do I have to add in xEdit (class, keyword or else) to make only them do the mage masturbation with the floating magic staff ?

The function check for magic related factions and keywords like necromancer ,winterhold collage,...

This is one of the script for mage fetish:

Spoiler

if !(Positions[1].IsInFaction(Config.JobSpellFaction) || Positions[1].IsInFaction(Config.CollegeofWinterholdFaction) || Positions[1].IsInFaction(Config.WarlockFaction) || Positions[1].IsInFaction(Config.NecromancerFaction) || Positions[1].HasKeyword(Config.ActorTypeGhost))

I think the best choice for your custom followers is the "CollegeofWinterholdFaction" because the rest can have side effects like make them enemies or sell spells.

 

Edit: I'm planing add the Dremoras to the list for the next version. If you know more keywords or factions just tell me.

Posted
7 hours ago, vexily said:

well that rules that out as a possible solution, any suggestions on what i could try to narrow down the cause of this issue? is it possible that its a weird combo of 3 or more mods interacting to cause this for me?

For I see you have few SLSO related Mod. Is possible that one of them include his own modified version of the sslActorAlias file and be incompatible with my scripts. If you are using MO2 is easy know what Mods are sharing scripts files with "SexLab Utility Plus", I need those scripts to compare.

Posted
1 hour ago, osmelmc said:

For I see you have few SLSO related Mod. Is possible that one of them include his own modified version of the sslActorAlias file and be incompatible with my scripts. If you are using MO2 is easy know what Mods are sharing scripts files with "SexLab Utility Plus", I need those scripts to compare.

In my load order the only mods that are being reported as sharing files with "sexlab utility plus" are 

  • "more nasty critters v12.5" which has "setvehiclefixplugin.dll" overridden by utility plus
  • "sexlab v162 full" which has a whole list of scripts being overridden by utility plus
  • "slso" which when being overwritten has "sslthreadcontroller" and "sslActorAlias" being provided by utility plus

other than those three nothing else has any shared scripts with sexlab utility plus.

Posted
2 hours ago, CynicalCore said:

i use the undress animation which gives SL a bit more time

Yes but in SLU+ the undress Animation show only if the actor have the slot 32 equiped

Posted
On 1/7/2021 at 3:33 PM, osmelmc said:

No. Just the player partners are being recorded. The system don't know the partners record of the NPC's, just know the name of the last one but not even the amount of interaction.

 

Is easi, just find the function for the partners on the config script and change the 3 for the number you like more. And compile the script.

 

The function check for magic related factions and keywords like necromancer ,winterhold collage,...

 

 

Thanks for the detailed answer !

 

I was only refering to the player partners and thought it could be possible to see in the diary of the NPC how often she had sex with the player character.

 

The altering of the config script to see more than 3 might be a problem, because the CK doesnt let me compile (always says "compilation failed") ?

But I will try to solve that and pump it up to 10.

Thanks for giving me that hint.

 

I will try to use a keyword magic related factions.

While creating about 120 followers I found out that adding a faction in xEdit after you already met the NPC isnt enough.

You have have to either remove / save / add the NPC again or use addfac via console.

I am not sure if recycleactor is another way. I will test that.

 

 

Another question:

Did you (or anyone else here) tweak your Skyrim.ini, especially the PAPYRUS section ?

Do you clean your save sometimes ?

I am just interested, because the number of advices is endless and I guess that your game is stable.

 

Thanks again !

Posted
38 minutes ago, anonym said:

 

I was only refering to the player partners and thought it could be possible to see in the diary of the NPC how often she had sex with the player character.

Count on it.

 

42 minutes ago, anonym said:

I will try to use a keyword magic related factions.

While creating about 120 followers I found out that adding a faction in xEdit after you already met the NPC isnt enough.

You have have to either remove / save / add the NPC again or use addfac via console.

I am not sure if recycleactor is another way. I will test that.

Once you add the faction using xEdit you can use in the game the Training command of EEF or Disable and Enable the NPC on the console. By the way the factions probably need value 1 at less to be considered active.

 

49 minutes ago, anonym said:

 

Another question:

Did you (or anyone else here) tweak your Skyrim.ini, especially the PAPYRUS section ?

Do you clean your save sometimes ?

I am just interested, because the number of advices is endless and I guess that your game is stable.

Yes being changed the Skyrim.ini to the recommend values not just the papyrus.

Yes I clean my saves when I uninstalled some mod that modified the actors or the salesman inventory. Mods like SLU+ or SLSO don't need to be cleaned if are uninstalled. The saves corrupted with uninstalled mods is the main cause of CTD.

 

Other common cause of CTD are the errors reported on the papyrus log because the mod author's often think that is not big deal and never fix it. Papyrus deal with those errors preventing the CTD but fail when the errors are too often, besides that once the error happen the rest of the script don't behave like expected and the outcome are unknown. Anyway that's something you can't solve.

Posted
3 hours ago, osmelmc said:

Count on it.

 

Disable and Enable the NPC on the console.

 

"Count on it" sounds like you are planning something ?

 

Disable/Enable - I didnt think of that option. Thanks !

 

 

Now to the sslConfigMenu.pex

Spoiler

Capture2.JPG.aef6cf8d98839b4dd2c95622ff65154d.JPG

 

I am surprised that it compiled (took a few minutes).

I changed  from 2 into 4.

Now I hit File->Save and it gives me this

 

Spoiler

Capture3.JPG.cc1aeef4e73320b0c8907951946f7ece.JPG

 

Date/Time and file size of sslConfigMenu.pex are still the same like after updating UtilPlus.

 

I will start the game now and check, but I fear that I failed ?

 

EDIT: No. Still 3 actors. ?

 

EDIT 2 :

Oh, I see that it changed the source psc.

But I dont know what to do with that.

I have to research further ?

 

EDIT 3:

Ah, I have to use the CK script compiler.

 

EDIT 4:

Failed. I give up for today.

Spoiler

Capture4.JPG.113ee15afb66e97209054a61473784b5.JPG

 

Posted
On 1/7/2021 at 4:38 AM, osmelmc said:

I'm just joking with you at the first line. I hope the rest help you at less with the Animation start speed. By the way the floating Actor issue I talking about is just for one or two seconds on the pre alignment and is not big deal. In case you floating issue be more than that probably is something else and I will need the Logs.

 

ok no problem my friend.

yes its max 4 s floating and then works well.

Posted
1 hour ago, anonym said:

"Count on it" sounds like you are planning something ?

 

Disable/Enable - I didnt think of that option. Thanks !

 

 

Now to the sslConfigMenu.pex

Capture2.JPG.aef6cf8d98839b4dd2c95622ff65154d.JPG

 

I am surprised that it compiled (took a few minutes).

I changed  from 2 into 4.

Now I hit File->Save and it gives me this

 

Capture3.JPG.cc1aeef4e73320b0c8907951946f7ece.JPG

 

Date/Time and file size of sslConfigMenu.pex are still the same like after updating UtilPlus.

 

I will start the game now and check, but I fear that I failed ?

 

EDIT: No. Still 3 actors. ?

 

EDIT 2 :

Oh, I see that it changed the source psc.

But I dont know what to do with that.

I have to research further ?

 

EDIT 3:

Ah, I have to use the CK script compiler.

 

EDIT 4:

Failed. I give up for today.

Capture4.JPG.113ee15afb66e97209054a61473784b5.JPG

 

First, that's the function definition and the change is on the function called. Search for the other place where the same function is used and change the 3 for the number you like or in case the between the () be empty just add the number between the ().

 

You compiling issue is because you need to start the program you are using to compile with the mod manager, otherwise return errors because or don't find the rest of the files or the ones hi found are different from ones on the SLU+. By the way I'm use one Papyrus compiler from Nexus because is faster than CK

Posted
1 hour ago, anonym said:

"Count on it" sounds like you are planning something ?

 

Disable/Enable - I didnt think of that option. Thanks !

 

 

Now to the sslConfigMenu.pex

Capture2.JPG.aef6cf8d98839b4dd2c95622ff65154d.JPG

 

I am surprised that it compiled (took a few minutes).

I changed  from 2 into 4.

Now I hit File->Save and it gives me this

 

Capture3.JPG.cc1aeef4e73320b0c8907951946f7ece.JPG

 

Date/Time and file size of sslConfigMenu.pex are still the same like after updating UtilPlus.

 

I will start the game now and check, but I fear that I failed ?

 

EDIT: No. Still 3 actors. ?

 

EDIT 2 :

Oh, I see that it changed the source psc.

But I dont know what to do with that.

I have to research further ?

 

EDIT 3:

Ah, I have to use the CK script compiler.

 

EDIT 4:

Failed. I give up for today.

Capture4.JPG.113ee15afb66e97209054a61473784b5.JPG

 

You are looknig for this part of the code:

	Actor ActorRef
	if StatRef == PlayerRef
		Actor[] Partners = MostUsedPlayerSexPartners(3)
		int i = 0
		while i < Partners.Length
			if Partners[i] != none
				AddTextOption("$SSL_MostActivePartner", Partners[i].GetLeveledActorBase().GetName()+" ("+Stats.PlayerSexCount(Partners[i])+")")
			endIf
			i += 1
		endWhile
	else

Just change number in function call MostUsedPlayerSexPartners(3).

 

By the way I compile scripts in Notepad++ using PapyrusCompiler.exe (installed with Creation Kit).

 

Posted
14 hours ago, osmelmc said:

You compiling issue is because you need to start the program you are using to compile with the mod manager, otherwise return errors because or don't find the rest of the files or the ones hi found are different from ones on the SLU+. By the way I'm use one Papyrus compiler from Nexus because is faster than CK

 

14 hours ago, Garkin said:

You are looknig for this part of the code:

Just change number in function call MostUsedPlayerSexPartners(3).

 

By the way I compile scripts in Notepad++ using PapyrusCompiler.exe (installed with Creation Kit).

 

 

Thanks a lot to both of you. Now I have 2 options ?

 

Uhm ... could you maybe post your Skyrim.ini ?

I tweaked it a lot since a long time, but I am never sure about possible bad effects for running many scripts with many NPCs.

 

This is what I have just returned to after having some issues with default values:
 

Spoiler

 

[General]
sLanguage=ENGLISH
uGridsToLoad=5
iNumHWThreads=4
iHWThread4=3
iHWThread3=2
iHWThread2=1
iHWThread1=0
iAIThread2HWThread=3
iAIThread1HWThread=2
iRenderingThread2HWThread=1
iRenderingThread1HWThread=0
bPreemptivelyUnloadCells=0
bMultiThreadMovement=1
bUseHardDriveCache=0
uExterior Cell Buffer=36
bBorderRegionsEnabled=0

[BackgroundLoad]
bBackgroundCellLoads=1
bUseMultiThreadedFaceGen=1
bSelectivePurgeUnusedOnFastTravel=0
iPostProcessMilliseconds=5
iPostProcessMillisecondsLoadingQueuedPriority=5

 

[HAVOK]
iNumThreads=4

 

[Display]
fShadowLODMaxStartFade=1000.0
fSpecularLODMaxStartFade=2000.0
fLightLODMaxStartFade=3500.0
iShadowMapResolutionPrimary=2048
bAllowScreenshot=0
iPresentInterval=0

 

[Audio]
fMusicDuckingSeconds=6.0
fMusicUnDuckingSeconds=8.0
fMenuModeFadeOutTime=3.0
fMenuModeFadeInTime=1.0

 

[Grass]
bAllowCreateGrass=1
bAllowLoadGrass=0
iMinGrassSize=40

 

[GeneralWarnings]
SGeneralMasterMismatchWarning=One or more plugins could not find the correct versions of the master files they depend on. Errors may occur during load or game play. Check the "Warnings.txt" file for more information.

 

[Archive]
sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Textures.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes.bsa, Skyrim - Sounds.bsa
sResourceArchiveList2=Skyrim - Voices.bsa, Skyrim - VoicesExtra.bsa

 

[Combat]
fMagnetismStrafeHeadingMult=0.0
fMagnetismLookingMult=0.0

 

[Papyrus]
fUpdateBudgetMS=100
fExtraTaskletBudgetMS=100
fPostLoadUpdateTimeMS=2000.0
bEnableLogging=1
bEnableTrace=1
bLoadDebugInformation=1

 

 

I know that many things are not being used according to the STEP Wiki.

 

EDIT:

Played a few hours with these old settings I posted with no CTDs (that suddenly started in Skystone Castle), but I also did some masterlist cleaning of custom ESPs.

Another major thing bugging me disappeared as well ?

Posted

Noticing with the latest update npcs really don't want to unequip weapons anymore if they're the aggressor, unless said weapon is *specifically* marked as 'always remove' (always works fine if that's the case, suppose if I had to I could mark every single weapon ever as always remove lol).

Posted
55 minutes ago, Lilzt3hcat said:

Noticing with the latest update npcs really don't want to unequip weapons anymore if they're the aggressor, unless said weapon is *specifically* marked as 'always remove' (always works fine if that's the case, suppose if I had to I could mark every single weapon ever as always remove lol).

The issue is with the ammo. Just disable the Ammo options on the "Time & Strip" page.

 

Posted

So thanks a lot for your tweaks, they are awesome. I just wanted to make sure - I'm using SL Survival's Open Mouth plugin, and letting SL Utility Plus overwrite it.

 

Does that mean the mought will only open when using the plugin's hotkey, and will follow the % set in SL  Utility Plus' MCM?

Posted
1 hour ago, osmelmc said:

The issue is with the ammo. Just disable the Ammo options on the "Time & Strip" page.

 

 

Hi Osmel,

   So I originally mentioned this a few days back. I followed advice and disable ammo and weapons in Timers and Stripping, but I'm afraid the issue of weapons not being stripped still persists.  Please see image..

 

Previous version works fine in this regard, I can't figure out what the issue is? Also, selective strip weapons on a character by character basis do not remedy the problem for me, they still won't disarm.

 

THANKS!

SUP_IMAGE.bmp

Posted

I have Furniture Framework. When a scene starts, it asks me if I want to use a bed but doesn't ask for furniture. I have enabled furniture use to always but no matter what I do no message for Furniture Use. Any ideas?

Posted
47 minutes ago, jpee1965 said:

 

Hi Osmel,

   So I originally mentioned this a few days back. I followed advice and disable ammo and weapons in Timers and Stripping, but I'm afraid the issue of weapons not being stripped still persists.  Please see image..

 

Previous version works fine in this regard, I can't figure out what the issue is? Also, selective strip weapons on a character by character basis do not remedy the problem for me, they still won't disarm.

 

THANKS!

SUP_IMAGE.bmp 5.93 MB · 1 download

I just disable the Ammo and start working for me. Remember that the Ammo options are 6 in total, you need to disable it for Male and Femaleemale in LeadIn, Normal and Aggressive Animations.

 

By now I already fix the function so if you are using LE, I can share the BETA version. I'm mostly testing right now.

Posted
1 hour ago, Sorrow_421 said:

I have Furniture Framework. When a scene starts, it asks me if I want to use a bed but doesn't ask for furniture. I have enabled furniture use to always but no matter what I do no message for Furniture Use. Any ideas?

"Furniture Framework" and "SexLab Utility Plus" are not related and even when can work together the way of process the Furnitures is too different.

 

SLU+ ask for furniture when find some Furniture near and the Animation list is made of valid Furniture Animations or Empty.

 

The first you need is valid Furniture Animations and for that besides install the Animations you need my tweaked SLATE and load & apply the "OsmelMC ActionLog" in there.

 

To test if you have SLEN installed just use the sex dialogue for Thrones near to some Throne. By the way the Thrones are any chair with rest arms at the sides (if the jar throne don't have arms at the sides is considered Chair).

If you don't have SLEN you can try selecting the specific Animation on the SexLab MCM and use the Test Animation option on the "Animation Editor" of course with the corresponding Furniture near.

 

To test one Furniture I mostly send some of my followers to use the furniture and when is using the furniture I start the Animation on him with the original MatchMaker from Ashal because is the best to test SexLab.

 

If don't work send me the papyrus file log.

Posted
4 hours ago, decaluka said:

So thanks a lot for your tweaks, they are awesome. I just wanted to make sure - I'm using SL Survival's Open Mouth plugin, and letting SL Utility Plus overwrite it.

 

Does that mean the mought will only open when using the plugin's hotkey, and will follow the % set in SL  Utility Plus' MCM?

 

Let SLU+ override everything. SLU+ already included all the changes on the scripts of the mods on the compatibility list (include Survival)

 

The mouth will be open on the corresponding Animations like always plus when you force it with Survival Hotkey. But even if the Survival Hotkey work perfect is not longer required because SLU+ now detect the Gags and force the open mouth on Gagged Actors when the DD or ZaZ filters are Enabled

Posted

so i just want to preface this post with a disclaimer that i am horrible with code, and scripting and such, so i apologize if i am making some false assumptions here...

 

so in my attempts to chase down the cause of the problem i have been having i have delved into comparing the actor alias files of slso and sexlab utility plus, now as i have said i am very very beginner with scripts and all that, but there is a bit that stands out to me

 

Spoiler

    ;OrgasmEffect() Orgasm condi checks
    ;check if non aggressor actor meets orgasm conditions
    ;can probably be broken by manually changing position/animation
    ;perfomance increase probably not worth it 
;        AllowNonAggressorOrgasm = 0
;        if !IsAggressor
;            if !(Animation.HasTag("69") || Animation.HasTag("Masturbation")) || Thread.Positions.Length == 2
;                if  IsFemale && JsonUtil.GetIntValue(File, "condition_female_orgasm") == 1
;                    if Position == 0 && !(Animation.HasTag("Vaginal") || Animation.HasTag("Anal") || Animation.HasTag("Cunnilingus") || Animation.HasTag("Fisting") || Animation.HasTag("Lesbian"))
;                        AllowNonAggressorOrgasm = 1
;                    endIf
;                elseif IsMale && JsonUtil.GetIntValue(File, "condition_male_orgasm") == 1
;                    if Position == 0 && !(Animation.HasTag("Anal") || Animation.HasTag("Fisting"))
;                        AllowNonAggressorOrgasm = 2
;                    elseif Position != 0 && && !(Animation.HasTag("Vaginal") || Animation.HasTag("Anal") || Animation.HasTag("Boobjob") || Animation.HasTag("Blowjob") || Animation.HasTag("Handjob") || Animation.HasTag("Footjob"))
;                        AllowNonAggressorOrgasm = 3
;                    endIf
;                endIf
;            endIf
;        endIf

this block of script is present in slso but not in utility plus, and i may be mistaken as for the third time this post i am going to reiterate i am still learning script, but it seems other parts of the script call back to this block even in sexlab utility plus, however it is lacking this bit of script.

 

 

of course the big caveat to this is that if i was right and the lack of this script is what is causing slso to fail to restrict orgasm/enjoyment then everyone would be affected, yet it seems at the moment at least that i am the only one affected (or the only one to report the problem) which leads me to believe that i am wrong, which even so i wanted to post this here cause part of learning is understanding where your mistakes lie and while i am sure i am wrong i was hoping you could point out where i am wrong so i can learn for the future :classic_blush:

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