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Posted

What does this mod's extended number system do.  If something is Slooty 1 I understand that that is barely slooty and 100 is OMG TOTAL SLOOT might as well be naked and on her back...but other then the concept of how sexy or slooty an item is, what do these tie into?  Can someone give me a bit of info on that, should I use the number system, or just the keywords?  The Net Dress sold by the dollmaker is essentially just a fishnet dress, pretty see through and slooty, like maybe 85 to 90 on the sloot scale? But what does that mean for the mod and other mods and which mods would use these numbers?

Posted

slooty is the opsoite of sexy
sexy is where u wear even if see thru nice but tactful clothing basicaly think  sexy as high end clothing and slooty to be the cheap knock off side

so slooty would be  a normal dress that has say a nipple showing for  no real reason but to show it

Posted
23 minutes ago, sidfu said:

slooty is the opsoite of sexy
sexy is where u wear even if see thru nice but tactful clothing basicaly think  sexy as high end clothing and slooty to be the cheap knock off side

so slooty would be  a normal dress that has say a nipple showing for  no real reason but to show it

Ok, but where is the purpose of being able to identify something as either 1 sexy or 100 sexy if any number other than 0 = sexy.  (According to descriptions). Is there a point in selecting the advanced options for determining clothing identity?  What mods if any use these numbers?

Posted
1 hour ago, asmondar said:

Ok, but where is the purpose of being able to identify something as either 1 sexy or 100 sexy if any number other than 0 = sexy.  (According to descriptions). Is there a point in selecting the advanced options for determining clothing identity?  What mods if any use these numbers?

keywords can surve mutipel things. for example a armor can have a system that if x armor is slooty the wearer might get raped or it buff x.
as for right now think they do increase someone who sees the person ith it on arousal but im unsure 100 on that

Posted

SLAX seems to be mis-labeling some(?) mod-added clothing/armor as naked (or, more likely, not recognizing them as valid clothing).

 

I kept getting bounties from breaking SexLab Adventures' nudity law while wearing Hedge Mage Armor and having the Nudity Rule (in Misc Options) use SexLab Aroused's definition. This also appears to be the case for Linkle Outfit. As far as I can tell both occupy slot 32 (body).

 

Is there a fix for this on the SLAX side? The Current Equipment tab has the equipped item marked as not Naked by default.

Posted
3 hours ago, Buridan said:

I kept getting bounties from breaking SexLab Adventures' nudity law

For SL Adventures, I use the No Main Slot Clothing setting for nudity.  That sidesteps any issues with keywords, and in my own games I only mark armor as naked for arousal purposes, not because people are supposed to fail to notice the character's armor or clothing.  That's not a real fix, I know, but it might get you what you want. 

Posted
3 hours ago, HexBolt8 said:

For SL Adventures, I use the No Main Slot Clothing setting for nudity.  That sidesteps any issues with keywords, and in my own games I only mark armor as naked for arousal purposes, not because people are supposed to fail to notice the character's armor or clothing.  That's not a real fix, I know, but it might get you what you want. 

Yep, that was my solution as well, and it definitely works for that instance! But I figured since the naked state in SLAX is probably used for a bunch of things it might a good idea to see if it can be fixed at its source.

Posted
On 4/29/2020 at 4:17 PM, Buridan said:

Yep, that was my solution as well, and it definitely works for that instance! But I figured since the naked state in SLAX is probably used for a bunch of things it might a good idea to see if it can be fixed at its source.

I've been MIA for a while is this with the patches I had made a while ago? I believe I fixed a player naked detection issue at some point in that.

Posted
On 4/21/2020 at 4:52 AM, tamai said:

So do i overwrite SLSO(separate orgasm) with this mod? or does SLSO overwrite it?

Overwrite SLSO with this mod.

This mod natively includes SLSO integration.

Posted
20 hours ago, Tenri said:

I've been MIA for a while is this with the patches I had made a while ago? I believe I fixed a player naked detection issue at some point in that.

I'm not sure, was it folded into the main file provided in the file page? I think I'm using that one (SLAX - 29 - 2019-10-21-0 (wip).7z) out of the box. 

Posted
3 hours ago, Buridan said:

I'm not sure, was it folded into the main file provided in the file page? I think I'm using that one (SLAX - 29 - 2019-10-21-0 (wip).7z) out of the box. 

It was not.  Tenri's patch fixes are here

Posted
1 hour ago, iggypop1 said:

Shouldnt this patch be i n DL page?

That woud be helpful for the time until the next update is released :classic_smile:

Posted

Hey, nice mod! But I have come across with a problem recently. My time rate is stuck to 0. I change it so something else and exit the MCM. When I come back it always gets back to 0. So arousal levels of every NPC and I are always 0. How can I solve this ?

Posted

Sorry if it's already been mentioned before.

 

I got a problem when I tried to assign tag to equipment.

My PC wearing a Fine Clothes so I assigned RESPECTABLE 100 to it, and my follower wearing a Remodeled Armor so it's only natural to assign SEXY 100, right?! ☺️

But when I try to assign the tag, it already has RESPECTABLE 100 to it. If I turned it to 0 for Remodeled Armor, it also changed for my Fine Clothes.

 

I thought this might not be working for NPCs so I loaded my female PC profile and try it again with Wedding Dress and Nocturnal Robes.

Assigned RESPECTABLE 100 to Wedding Dress, and changed into Nocturnal Robes to assign SLOOTY to it but now it also has RESPECTABLE 100.

Turned it to 0 for Nocturnal Robes, and it also changed to 0 for the Wedding Dress.

 

It's weird because it seems to only affecting RESPECTABLE tag. Other tags seem to worked fine.

I remember SLAR also has this problem, that's why I moved to SLAX, in hope that this bug is no longer exist.

 

Is it just me, or is it really a bug?

Or a feature, as Howard said? ?

Posted

@Lupine00

 

EDIT:  Don't waste any time on this one yet pls

 

I have found something else that may just be the cause of my problems

 

If it is, I'll delete all this.  If it's not, I'll get back to you again

 

Thanks

 

Using LE

 

I have a problem in that there are lots of entries in my log files from SLAX and they are pretty much always the last things recorded before my game CTDs (yep, I know that the last entries on logs don't really prove anything, but they are pretty consistent ? )

 

Crashes will occur ingame (but NOT on every occasion) 

 

- almost immediately after startup when trying to move the PC - seems to be able to be mitigated in part by 'standing still' for a while

- when the PC exits a dialogue,

- on closing the inventory after a series of transaction

- sometimes, on moving between cells  through load doors

 

CTDs were less frequent when the game has fewer NPCs active (I took out an NPC merged, putting a single NPC in the same LO position to maintain LO order for everything else

 

I don't reall remember seeing SLAX entries like this in prior games' logs, but that could just be happenstance

 

It's quite possible that I have set up the MCM incorrectly, and I'll be the first to admit that I really don't have a clue what some of the MCM settings really do.  But the bit that puzzles me most in that regard is that the SLAX log entries don't seem to 'start' at the periodic scan interval set, this game's log being based on a scan set to 150 secs to see if that made any difference - Have tried 30/100/150 sec all unsuccessfully

 

I have tried this with just SLAX, and also the Tenri+ patches

 

This posted log is based on

 

- SexLabAroused Extended 2.9 191021 ESM

 

  patched on MO to be overwritten by

 

  SexLabAroused Extended 2.9 191021 ESM SLAX Edits 7 (with Tenri Fixes)

 

Has anyone any idea what I'm doing wrong/what other esle might cause this?

 

TIA for any help offered

 

EDIT 

 

- Added Screen Copies of MCM Settings

 

- Note: PC is MALE

 

Papyrus.0.log

TESV 2020-05-18 17-56-09-34.jpg

TESV 2020-05-18 17-56-20-20.jpg

TESV 2020-05-18 17-56-32-83.jpg

TESV 2020-05-18 17-56-35-43.jpg

TESV 2020-05-18 17-56-42-27.jpg

TESV 2020-05-18 17-56-46-55.jpg

Posted
9 hours ago, donkeywho said:

I have a problem in that there are lots of entries in my log files from SLAX and they are pretty much always the last things recorded before my game CTDs (yep, I know that the last entries on logs don't really prove anything, but they are pretty consistent ? )

SLAX is unlikely to cause CTDs. However, it does log a lot of info during sex. It's more likely that in general SLAX-message-correlated-with-CTDs are a result of playing sex animations that touch on a lot of low-level systems, like animation handling, skeleton, animation events, etc. and aren't caused by SLAX.

 

The heavy debug logging in SLAX currently can only be disabled without making some small code changes and rebuilding a script.

The logging itself is probably the most heavy loading part of SLAX.

 

One thing that will definitely be in any update is an ability to turn that logging on and off via the MCM. I left it in the current release for a reason - to ensure problems could be diagnosed - and they were :) I never intended to go this long without updating and replacing it though. Alas, I went for months without being able to do any modding at all.

 

9 hours ago, donkeywho said:

Crashes will occur ingame (but NOT on every occasion) 

 

- almost immediately after startup when trying to move the PC - seems to be able to be mitigated in part by 'standing still' for a while

- when the PC exits a dialogue,

- on closing the inventory after a series of transaction

- sometimes, on moving between cells  through load doors

 

CTDs were less frequent when the game has fewer NPCs active (I took out an NPC merged, putting a single NPC in the same LO position to maintain LO order for everything else

This report has a strong smell of classic memory fragmentation / allocator failure crashes.

 

Go on the Slaverun forums and read hundreds of posts over several years that begin with "on entering Dragonsreach" or "on leaving Dragonsreach".

And Dragonsreach ... just happens to have dozens of new NPCs with dozens of lines of dialog.

 

The crashes are in the circumstances you describe: leaving a dialog, moving through a load door, closing inventory, or simply while trading.

 

They are caused by memory allocation failures. Thousands of tiny allocations fragment your memory space, and then you can't allocate a larger block and Skyrim crashes.

 

If you enable the custom allocation blocks in CrashFixes, it lets you see how much of the two different pools is used.

I was skeptical of this approach, in that I did't believe it would reduce crashes, just help diagnose them, but the small block pool helps prevent fragmentation, and it does reduce crashes for me a lot. You can tune the pool sizes to allow sufficient slack, while keeping them as small as practical.

 

Some guides (STEP probably) are full of opinionated theories about allocators, and I believe the STEP position is that you should use OS allocators.

For whatever reason, that didn't do anything good for me, but that might also reduce fragmentation issues because the OS allocators can leverage the MMU to overcome fragmentation in a way the Beth, and CrashFixes allocators do not. I'm not saying STEP is wrong, but it's a dogmatic recipe, lacking in detailed reasoning or explanation. If you want to evaluate a specific STEP suggestion you have to look elsewhere for the info.

 

Using the custom blocks, I find that I can still crash, but the crashes are usually related to loading too much graphics data. For example, in racemenu, I have over 1000 hairs, and if I step through them all, eventually I will crash, for sure. The pre-cache killer allows me to step through them to some extent, but if I load too many of those hairs, I will crash, and none of my custom blocks will be anywhere near full. The memory for the graphics data is coming from an entirely different allocator, presumably inside ENB and in the ENB address space, and Skyrim itself has no visibility on it.

 

Some mods clearly do reduce stability, either due to sheer size and content, or flaky ESPs.

ME, Slaverun, and anything by Delzaron are liable to make your game a lot less stable. The DeepBlueFrog mods are also prone to push the boundaries, and the "Stories" mods have edits all over vanilla, including many ITMs.

I suspect all of the above push the CK too hard, and Skyrim as well. Memory use is too heavy, and repeated CK crashes may have led to corrupted ESPs.

 

 

You can always try removing SLAX to see if it fixes your crash problem. My guess is it won't. I ran SLAX for months before releasing the version that's available, and I've used it since, with many other mod combinations, and while some mods resulted in unstable games, it was always attributable to -certain- mods in a rather obvious way. For the most part, I have few crashes. After removing Things in the Dark, I made a new game with TiR and was able to finish Trapped in Rubber with two crashes - total - and both of those were in the TiR pony-race glade.

 

Prior to that, with TitD, I got ... a fair amount of crashing ... almost always around areas with heavy TitD edits. TitD crashes the CK like crazy too.

Posted
12 hours ago, Lupine00 said:

SLAX is unlikely to cause CTDs. However, it does log a lot of info during sex. It's more likely that in general SLAX-message-correlated-with-CTDs are a result of playing sex animations that touch on a lot of low-level systems, like animation handling, skeleton, animation events, etc. and aren't caused by SLAX.

 

The heavy debug logging in SLAX currently can only be disabled without making some small code changes and rebuilding a script.

The logging itself is probably the most heavy loading part of SLAX.

 

One thing that will definitely be in any update is an ability to turn that logging on and off via the MCM. I left it in the current release for a reason - to ensure problems could be diagnosed - and they were :) I never intended to go this long without updating and replacing it though. Alas, I went for months without being able to do any modding at all.

 

This report has a strong smell of classic memory fragmentation / allocator failure crashes.

 

Go on the Slaverun forums and read hundreds of posts over several years that begin with "on entering Dragonsreach" or "on leaving Dragonsreach".

And Dragonsreach ... just happens to have dozens of new NPCs with dozens of lines of dialog.

 

The crashes are in the circumstances you describe: leaving a dialog, moving through a load door, closing inventory, or simply while trading.

 

They are caused by memory allocation failures. Thousands of tiny allocations fragment your memory space, and then you can't allocate a larger block and Skyrim crashes.

 

If you enable the custom allocation blocks in CrashFixes, it lets you see how much of the two different pools is used.

I was skeptical of this approach, in that I did't believe it would reduce crashes, just help diagnose them, but the small block pool helps prevent fragmentation, and it does reduce crashes for me a lot. You can tune the pool sizes to allow sufficient slack, while keeping them as small as practical.

 

Some guides (STEP probably) are full of opinionated theories about allocators, and I believe the STEP position is that you should use OS allocators.

For whatever reason, that didn't do anything good for me, but that might also reduce fragmentation issues because the OS allocators can leverage the MMU to overcome fragmentation in a way the Beth, and CrashFixes allocators do not. I'm not saying STEP is wrong, but it's a dogmatic recipe, lacking in detailed reasoning or explanation. If you want to evaluate a specific STEP suggestion you have to look elsewhere for the info.

 

Using the custom blocks, I find that I can still crash, but the crashes are usually related to loading too much graphics data. For example, in racemenu, I have over 1000 hairs, and if I step through them all, eventually I will crash, for sure. The pre-cache killer allows me to step through them to some extent, but if I load too many of those hairs, I will crash, and none of my custom blocks will be anywhere near full. The memory for the graphics data is coming from an entirely different allocator, presumably inside ENB and in the ENB address space, and Skyrim itself has no visibility on it.

 

Some mods clearly do reduce stability, either due to sheer size and content, or flaky ESPs.

ME, Slaverun, and anything by Delzaron are liable to make your game a lot less stable. The DeepBlueFrog mods are also prone to push the boundaries, and the "Stories" mods have edits all over vanilla, including many ITMs.

I suspect all of the above push the CK too hard, and Skyrim as well. Memory use is too heavy, and repeated CK crashes may have led to corrupted ESPs.

 

 

You can always try removing SLAX to see if it fixes your crash problem. My guess is it won't. I ran SLAX for months before releasing the version that's available, and I've used it since, with many other mod combinations, and while some mods resulted in unstable games, it was always attributable to -certain- mods in a rather obvious way. For the most part, I have few crashes. After removing Things in the Dark, I made a new game with TiR and was able to finish Trapped in Rubber with two crashes - total - and both of those were in the TiR pony-race glade.

 

Prior to that, with TitD, I got ... a fair amount of crashing ... almost always around areas with heavy TitD edits. TitD crashes the CK like crazy too.

Thanks very much for the, as ever, very full reply

 

I have had most of the, in simple terms, memory management and other tweaks like Crashfixes etc running for years, but this was the first time I had come across anything like this issue in a long long time.  And the super duper SLAX logging made me look at that first  LOL

 

I have another possible problem source, which I'm checking out now.  I had put the mod linked below into my current game, first time try, but merged into my main 'merged location mod'.   

 

I was persevering with the fairly regular crashes on dialogue exit to see if I could work out what was going wrong, and that seemed to be narrowing down to convos in which Quests were initiated. 

 

As the Hearthfire build cheat hadn't worked - the crafting desks etc were not at the site, I went to see Idgrod.  I found that I could still get the dialogue for the 'Kill the Bandit' quest, but this gave a 100% CTD on numerous exits from the conversation.  I loaded up this mod's esp at the end of my LO, and straight away, the convo was fixed, exit first time. 

 

Now that could be just co-incidental, but I'm working my way through the quest, and then I'll go back to the other places where the game fell over and see if, when starting and exiting quest generating convos, they then end OK.  If they do, there's a chance that this might have fixed it, and the merged esp was doing something nasty to initial quest handling. 

 

But there's a new 'Gotcha' in this game every day ? , so who knows?    I'll let you know if it does seem to have worked, just for interest and info

 

https://www.nexusmods.com/skyrim/mods/62005

 

Thanks again for the help.  Much appreciated

 

Posted

I want to try this mod out, it looks promising.

 

How do you join a faction mentioned earlier?

 

How do you tell what faction a NPC is in?

 

Is it possible to assign a faction to a follower?

 

Example, could I set up my PC as a bondage lover and my follower as a bondage master?

Posted

I am getting very inconsistent results with SLAX using the old "slaupdateexposure" modevent/push method.  More often than not, it results in decreased arousal rather than an increase.  I assume this has to do with the changes to the formula.

 

Is there presently a replacement for this modevent method, or a plan to intercept it internally and work whatever maths are needed to make the results sensible with the new formula?

 

Lacking either, is there an expected/accepted/best practice method for injecting the desired changes?

Posted

Update to prior post, the variations/unpredictable results I am seeing appear to be based on the "Days Since Last Orgasm" part of the computation.  Within ten seconds of game time I can see through the preview panel that this stat is moving around anywhere between 0.07 and 3.5 or so on a given actor (result should be around 1.0).

 

I've checked it on two types of actors so far: generic townsfolk (always come in at 100 exposure and 30.94 days, since that is how many days of game time I've had and every single thing I encounter has a 100 exposure now unless I personally had the PC fuck it.  Separate issue there.), and the creatures in my pack (dogcompanionrace, dograce and werewolfbeastrace).  All three have their exposure jumping erratically from low single digits to mid 40s.  On looking at preview, the stat making the change is Days Since Last Orgasm.

 

I can literally stand in front of them (not naked, if that matters) and ping them for arousal, get a number (always different from the one a couple seconds earlier) and then check the preview page of the MCM and get wildly varying results on that stat.

 

The code for computing this seems straightforward, so what could be making it oscillate so strangely?

 

EDIT: As a test I reverted to the older SLAR, and the stat stopped jumping around.  Given that this kind of regression is most likely unsupported, that is far from conclusive (and may not even be meaningful), but the numbers provided are stable and bear a resemblance to reality.

Posted
On 5/21/2020 at 8:21 AM, Seijin8 said:

Update to prior post, the variations/unpredictable results I am seeing appear to be based on the "Days Since Last Orgasm" part of the computation.  Within ten seconds of game time I can see through the preview panel that this stat is moving around anywhere between 0.07 and 3.5 or so on a given actor (result should be around 1.0).

 

I've checked it on two types of actors so far: generic townsfolk (always come in at 100 exposure and 30.94 days, since that is how many days of game time I've had and every single thing I encounter has a 100 exposure now unless I personally had the PC fuck it.  Separate issue there.), and the creatures in my pack (dogcompanionrace, dograce and werewolfbeastrace).  All three have their exposure jumping erratically from low single digits to mid 40s.  On looking at preview, the stat making the change is Days Since Last Orgasm.

 

I can literally stand in front of them (not naked, if that matters) and ping them for arousal, get a number (always different from the one a couple seconds earlier) and then check the preview page of the MCM and get wildly varying results on that stat.

 

The code for computing this seems straightforward, so what could be making it oscillate so strangely?

 

EDIT: As a test I reverted to the older SLAR, and the stat stopped jumping around.  Given that this kind of regression is most likely unsupported, that is far from conclusive (and may not even be meaningful), but the numbers provided are stable and bear a resemblance to reality.

 

Kind of sounds like all the tracked actors are being randomized, and none of the untracked actors are being randomized, and it should probably be exactly the opposite. Maybe there is a switched condition somewhere in the code?

PS are you using the patches on this thread?

Posted
7 minutes ago, DayTri said:

PS are you using the patches on this thread?

Thanks for the reply.

 

I am using the base SLAX 29 2019-10-21-0 WIP...

Overwritten by SLAX Tenri Patch Jan 2 2020

Overwritten by SLAX Edits 7 (with Tenri fixes)

 

To the best of my knowledge, that is the most up-to-date stuff available.

 

Should note that I have been using this save for my own mod testing, and while I haven't messed about with anything in SLA directly, I can't rule out buggy oddities having crept in.  This is all less of a "your mod is broken" and more of a "my mod setup is acting strangely, any insight?" kind of thing.

Posted
On 5/21/2020 at 8:21 AM, Seijin8 said:

Update to prior post, the variations/unpredictable results I am seeing appear to be based on the "Days Since Last Orgasm" part of the computation.  Within ten seconds of game time I can see through the preview panel that this stat is moving around anywhere between 0.07 and 3.5 or so on a given actor (result should be around 1.0).

 

I've checked it on two types of actors so far: generic townsfolk (always come in at 100 exposure and 30.94 days, since that is how many days of game time I've had and every single thing I encounter has a 100 exposure now unless I personally had the PC fuck it.  Separate issue there.), and the creatures in my pack (dogcompanionrace, dograce and werewolfbeastrace).  All three have their exposure jumping erratically from low single digits to mid 40s.  On looking at preview, the stat making the change is Days Since Last Orgasm.

 

I can literally stand in front of them (not naked, if that matters) and ping them for arousal, get a number (always different from the one a couple seconds earlier) and then check the preview page of the MCM and get wildly varying results on that stat.

 

The code for computing this seems straightforward, so what could be making it oscillate so strangely?

 

EDIT: As a test I reverted to the older SLAR, and the stat stopped jumping around.  Given that this kind of regression is most likely unsupported, that is far from conclusive (and may not even be meaningful), but the numbers provided are stable and bear a resemblance to reality.

 

Do your creates have the ActorTypeNPC keyword?

 

Here's what I see in the code: First it will check storage util:

 

Float Function GetActorDaysSinceLastOrgasm(Actor who)

	If !who
		Return -2.0
	EndIf
	
	Float lastOrgasmTime = StorageUtil.GetFloatValue(who, "SLAroused.LastOrgasmDate", -2.0)
	
	If (lastOrgasmTime < -1.0)
        ; Orgasm not yet; set try SexLab
		Return SexLab.Stats.DaysSinceLastSex(who)
	EndIf
	
	Return Utility.GetCurrentGameTime() - lastOrgasmTime
    

 

If it doesn't find that, it will ask Sexlab:

 

float function DaysSinceLastSex(Actor ActorRef)
	return Utility.GetCurrentGameTime() - LastSexGameTime(ActorRef)
endFunction

float function LastSexGameTime(Actor ActorRef)
	return _GetSkill(ActorRef, kLastGameTime)
endFunction

int function GetSkill(Actor ActorRef, string Skill)
	SeedActor(ActorRef)
	return _GetSkill(ActorRef, SkillNames.Find(Skill)) as int
endFunction

function SeedActor(Actor ActorRef)
	if ActorRef && ActorRef != PlayerRef && !IsSkilled(ActorRef)
		if Config.SeedNPCStats && ActorRef.HasKeyword(ActorTypeNPC)
			_SeedActor(ActorRef, Utility.GetCurrentRealTime(), Utility.GetCurrentGameTime())
			Log(ActorRef.GetLeveledActorBase().GetName()+" Seeded Stats: "+GetSkills(ActorRef))
		else
			EmptyStats(ActorRef)
			Log(ActorRef.GetLeveledActorBase().GetName()+" Init Empty Stats")
		endIf
		sslSystemConfig.StoreActor(ActorRef)
	endIf
endFunction

 

So if they don't have ActorTypeNPC, the seeding won't work. Maybe since they're creatures they don't have it? And maybe the _GetSkill function is returning random values if they don't exist already (I don't know how to see the source for that function so can't see it).

 

I think as soon as the NPCs orgasm once, SLAX will make its own storageutil value and the fluctuation should stop.

 

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