Dojo_dude Posted June 19, 2022 Posted June 19, 2022 Alright, giving this a try. Overwriting SLA Baka Edition, SLSO and Wintersun SL Patch.
safado Posted June 19, 2022 Posted June 19, 2022 (edited) 12 hours ago, Dojo_dude said: Alright, giving this a try. Overwriting SLA Baka Edition, SLSO and Wintersun SL Patch. Do not forget the patches from Tenri and Abdula. Check post from here and below too. Load order recommendation Edited June 19, 2022 by safado 1
Dojo_dude Posted June 19, 2022 Posted June 19, 2022 (edited) 6 hours ago, safado said: Do not forget the patches from Tenri and Abdula. Check post from here and below too. Load order recommendation That is still very confusing... hardly plug and and go. Some of these SKSE files are for SE only and some are not. Holy sht Which is the Abdulah patch - 'profilings' or 'scripts' or both? Edited June 19, 2022 by Dojo_dude
safado Posted June 19, 2022 Posted June 19, 2022 (edited) 34 minutes ago, Dojo_dude said: That is still very confusing... hardly plug and and go. Some of these SKSE files are for SE only and some are not. Holy sht Which is the Abdulah patch - 'profilings' or 'scripts' or both? Technically, you only need Abdulah's version of the scripts, but to make it easy to install with mod manager; install "SLAX Tenri Patch Jan 2 2020.7z" file in your mod manager staging folder and then overwrite that script folder with abdulah script files. Enable making sure the new staging folder overwrite original SLAX files. Scripts are good for SkyrimLE or SkyrimSE. The DLL in abdulah's SKSE_TEST is for SkyrimSE 1.5.x, experimental performance stuff. Profiling is just logs for proofing his changes, not game files. Do not let other mods overwrite any SLAX file, unless it is a patch from this forum. SLAX Tenri Patch Jan 2 2020.7z Edited June 19, 2022 by safado 2
icanhasnudes Posted June 20, 2022 Posted June 20, 2022 Keep getting message "sex lab aroused is ready to use" over and over. Not sure how to fix this without starting a new game, I just want to keep my save
safado Posted June 20, 2022 Posted June 20, 2022 (edited) 2 hours ago, icanhasnudes said: Keep getting message "sex lab aroused is ready to use" over and over. Not sure how to fix this without starting a new game, I just want to keep my save Try cleaning it with FallRim Tools ReSaver. Newer in optional files. Needs JAVA 8 runtime. Open the save file with ReSaver and in the plugins section select/right click sexlabAroused.esm, choose purge. It may break other stuff, but you can try, and roll back to an older save if it did not work. It also may prompt about other issues with the save, for those you can try "Clean" to Remove Unattached Instances or Remove Undefined Elements. Save file and try in game. This may work when trying to swap or rollback to older mod version. Bethesda games hold copies of the scripts' data in the save and may cause issues during upgrade if mod programmer do not address that with a reset during load. Good Luck Edited June 20, 2022 by safado
Dojo_dude Posted June 27, 2022 Posted June 27, 2022 Now I get: "Sexlab Aroused error: donwgrading to version 20140124 is not suported"
sattyre Posted June 27, 2022 Posted June 27, 2022 (edited) try going through all the steps again. It works fine if you've done everything correctly Just remember, there isn't an AE updated dll so it won't work with AE Edited June 27, 2022 by sattyre
Dojo_dude Posted June 27, 2022 Posted June 27, 2022 10 hours ago, sattyre said: try going through all the steps again. It works fine if you've done everything correctly Just remember, there isn't an AE updated dll so it won't work with AE Fixed. I re-installed SL Aroused Extended without the Tenri and Abdullah patches overwriting SLSO in piority. For some reason, those patches cause errors. * Now it makes sense I never got any SLHH approaches! I set min arousal to 20 for Player, I was stuck at zero.
nicorocks7 Posted July 10, 2022 Posted July 10, 2022 Hello! I am getting this error from SKSE Plugin Loader with the following: A DLL plugin has failed to load correctly. If a new version of Skyrim was just released, the plugin needs to be updated. Please check the mod's webpage for updates. sla_plugin.dll: LE plugin cannot be used with SE From what I am getting from this, SKSE is confusing the SLA plugin for an LE one. is there a way to fix this?
Hex Bolt Posted July 10, 2022 Posted July 10, 2022 12 minutes ago, nicorocks7 said: SKSE is confusing the SLA plugin for an LE one. is there a way to fix this? This mod's DLL plugin is for LE. I believe there's a link in the last few pages to a version for SE.
shiagwen Posted July 14, 2022 Posted July 14, 2022 PC ok, but Lydias arousal not going up, stays at 3 - 7. never had this in 10 years. has aynone an idea why ?
Hex Bolt Posted July 14, 2022 Posted July 14, 2022 55 minutes ago, shiagwen said: PC ok, but Lydias arousal not going up, stays at 3 - 7. I had this in the past. There's an odd timing problem that can sometimes cause NPC arousal to never increase. Tenri's fixes solved this.
zelurker Posted August 18, 2022 Posted August 18, 2022 On 5/21/2022 at 1:14 AM, abdulah2 said: I made another attempt at optimizing SLAX's performance, this time by trying my hand at SKSE after finally setting up an environment for compiling. I know OSLAroused is a thing now, but it's not drop-in-replacement ready for SLAX yet for one, and I have other projects that would require me to make a plugin anyway for another. While the performance increase over even my previous optimization is staggering, keep in mind that this is my first attempt at SKSE so things could break. It's mostly used for math in these SLAX scripts though which is why I'm posting it here for brave souls to playtest. FWIW, I've brought it to a state where I can't get it to crash my game and where it actually produces the expected results so \o/. The speed really went up though. Periodic SLAX updates which go through pretty much the full package of SLAX's factions/values/etc went down to taking ~60ms per actor at 60fps, regardless of how many actors were scanned, or their dress state. It is also no longer actor count capped, as all arrays are made dynamically in SKSE, and handles every actor in range. With my previous optimized scripts that time was at minimum ~340ms at 60fps, and increasing slightly as naked actors went up. Original SLA/SLAX are not even in the competition, reaching the point of taking literally dozens of seconds with a bunch of scanned actors. See here for more detailed numbers. Calls like GetActorArousal or UpdateActorExposure take ~35ms to return down from ~300 with my previous scripts and down from ~600ms in original SLAX. Do note that this is still 100% SLAX. I've simply moved a bunch of math from Papyrus to SKSE and created some convenient functions like for getting sexes/names or bulk setting faction ranks to save time. There is still more that can be done, mainly optimizations to SLAX's event listeners (like SL anim start, orgasms, etc) which I've barely touched. But I'd rather get some feedback on whether this whole SKSE thing plays well on other people's setups before considering those. Unlike before, I'm only attatching slaFrameworkScr and slamainscr now, and not the scanner Quest scripts. This is because the scans were moved to SKSE so those quests aren't used anymore. And in the 7z there is also the SKSE plugin, of course. As a sidenote, the other functions documented in ODCommon.psc (the plugin's Papyrus interface) are also tested to the same extend. No crashes and expected results. So if someone wants to mess with them in their own projects be my guest and do provide feedback. Edit: I did a whoopsie and left slamainscr with updates disabled periodically but triggering on keypress, which is what I was using for testing. Fixed now. Edit2: Removed some leftover debug messages and actually added a creature filter for naked actors, like original scanners had, which I forgot about. Edit3: I didn't clarify properly but this plugin is for SE only. skse_test.7z 281.52 kB · 90 downloads Thanks for keeping the dev of this alive, but when I tried that in the middle of a playthrough D (days since last orgasm) suddenly turned negative for everyone including the player ! So arousal = 0 for everyone, or almost 0. Don't know why... at least it shows it dos something !
Popular Post alex77r4 Posted September 14, 2022 Popular Post Posted September 14, 2022 (edited) I don't know why no one has fixed the super slow arousal update, but I get bored waiting 20, 30 or 60 seconds to get it. I know OAroused is working but it has some drawbacks: 1 - Do not work with creatures 2 - Does not work in Legenday or VR 3 - Not having an automatic update and needing SLAM to do it. I want a fast version that works with creatures in any version of the game and here it is. This version of SLAX is based on the version published by Safado on 05/21/2022 with the following changes and corrections: I have filled many empty properties on quests which caused the errors "Faction is none" and "Variable Tempxxx does not have the correct value". I removed the DLL because it doesn't speed up the process and doesn't allow us to use the mod in Anniversary or VR. I created an update system with a spell that processes all actors at once, using Papyrus Multi-Thread, so the total update time is basically the time it takes to process the slowest actor. In this way we can update the Arousal of 5 actors in less than 3 seconds, 10 actors need 5 to 7 seconds and 25 actors need around 25 seconds. It is not instantaneous but it is a thousand times faster than the previous system. ------------------------- This is Version 2 and I accept the recomendation from HexBolt8 to make a Dinamic Actor Rate. The Actor Rate is linked to the Scan Rate. Is reduced as we increment the Scan Rate to solve the problem of Arousal skyrocket when increase the Scan Rate. Also, I reduced the default update time in the MCM from 120 seconds to 15 seconds and set the lower limit to 5 second. Find and solve a problem in the Exibitionist system because not work all. I put the simple and effective Exibitionist system from Redux. SLAX-ASA2.rar This is a different file, note the number 2 in the name. I removed the previous version. ---------------- ---------------- This is Version 3 and I solve the strange problem that was causing the stop in the scaner. Also, I find and solve a problem in the initialization of the actors that was causing 100% arousal over every NEW actor. SLAX-ASA3.rar This is a different file, note the number 3 in the name. I left the Version 2 as history. ---------------- Install it by replacing your current version of Aroused, regardless of whether you're using SLAX or Redux. It should work fine in Legenday, Special, Anniversary and VR because the DLL has been removed. Some results of my scans: Spoiler [09/14/2022 - 05:46:13PM] SLAX ASA Processed 7 Actors in 2.990997 seconds [09/14/2022 - 05:47:18PM] SLAX ASA Processed 14 Actors in 14.760002 seconds [09/14/2022 - 05:49:54PM] SLAX ASA Processed 15 Actors in 20.430008 seconds [09/14/2022 - 05:49:56PM] SLAX ASA Processed 16 Actors in 22.370010 seconds [09/14/2022 - 05:50:14PM] SLAX ASA Processed 20 Actors in 15.152008 seconds [09/14/2022 - 05:50:14PM] SLAX ASA Processed 21 Actors in 15.322998 seconds [09/14/2022 - 05:50:14PM] SLAX ASA Processed 23 Actors in 15.408997 seconds [09/14/2022 - 05:50:14PM] SLAX ASA Processed 24 Actors in 15.472992 seconds [09/14/2022 - 05:50:14PM] SLAX ASA Processed 22 Actors in 15.388000 seconds [09/14/2022 - 05:50:17PM] SLAX ASA Processed 5 Actors in 1.097992 seconds [09/14/2022 - 05:50:22PM] SLAX ASA Processed 5 Actors in 2.895020 seconds [09/14/2022 - 05:50:22PM] SLAX ASA Processed 6 Actors in 2.990997 seconds [09/14/2022 - 05:50:22PM] SLAX ASA Processed 7 Actors in 3.102997 seconds [09/14/2022 - 05:50:23PM] SLAX ASA Processed 8 Actors in 3.647003 seconds [09/14/2022 - 05:50:23PM] SLAX ASA Processed 9 Actors in 3.839020 seconds [09/14/2022 - 05:50:23PM] SLAX ASA Processed 10 Actors in 4.097015 seconds [09/14/2022 - 05:50:23PM] SLAX ASA Processed 11 Actors in 4.273010 seconds [09/14/2022 - 05:50:24PM] SLAX ASA Processed 12 Actors in 4.929016 seconds [09/14/2022 - 05:50:25PM] SLAX ASA Processed 13 Actors in 5.553009 seconds [09/14/2022 - 05:50:25PM] SLAX ASA Processed 14 Actors in 5.665009 seconds [09/14/2022 - 05:50:25PM] SLAX ASA Processed 16 Actors in 6.153015 seconds [09/14/2022 - 05:50:25PM] SLAX ASA Processed 15 Actors in 6.137024 seconds [09/14/2022 - 05:50:25PM] SLAX ASA Processed 17 Actors in 6.249023 seconds [09/14/2022 - 05:50:25PM] SLAX ASA Processed 18 Actors in 6.361023 seconds [09/14/2022 - 05:50:26PM] SLAX ASA Processed 19 Actors in 6.576019 seconds [09/14/2022 - 05:50:26PM] SLAX ASA Processed 20 Actors in 6.641998 seconds [09/14/2022 - 05:50:26PM] SLAX ASA Processed 21 Actors in 7.069000 seconds [09/14/2022 - 05:50:26PM] SLAX ASA Processed 22 Actors in 7.307007 seconds [09/14/2022 - 05:50:28PM] SLAX ASA Processed 23 Actors in 8.831024 seconds [09/14/2022 - 05:50:28PM] SLAX ASA Processed 24 Actors in 9.089020 seconds [09/14/2022 - 05:50:29PM] SLAX ASA Processed 25 Actors in 9.597015 seconds [09/14/2022 - 05:50:29PM] SLAX ASA Processed 26 Actors in 9.751007 seconds ... [09/14/2022 - 06:06:13PM] Estimated script latency: 37 ms (Hi: 50 ms, Lo: 31 ms) Rounds:80 [09/14/2022 - 06:06:40PM] Estimated script latency: 36 ms (Hi: 48 ms, Lo: 31 ms) Rounds:82 [09/14/2022 - 06:06:47PM] Estimated script latency: 37 ms (Hi: 50 ms, Lo: 33 ms) Rounds:81 [09/14/2022 - 06:06:58PM] Estimated script latency: 44 ms (Hi: 147 ms, Lo: 33 ms) Rounds:67 [09/14/2022 - 06:07:09PM] Estimated script latency: 83 ms (Hi: 1384 ms, Lo: 34 ms) Rounds:40 [09/14/2022 - 06:07:16PM] Estimated script latency: 37 ms (Hi: 48 ms, Lo: 33 ms) Rounds:81 [09/14/2022 - 06:07:24PM] Estimated script latency: 35 ms (Hi: 48 ms, Lo: 32 ms) Rounds:84 [09/14/2022 - 06:07:32PM] Estimated script latency: 38 ms (Hi: 80 ms, Lo: 33 ms) Rounds:79 [09/14/2022 - 06:07:39PM] Estimated script latency: 35 ms (Hi: 50 ms, Lo: 31 ms) Rounds:84 [09/14/2022 - 06:07:47PM] Estimated script latency: 36 ms (Hi: 50 ms, Lo: 32 ms) Rounds:83 [09/14/2022 - 06:07:55PM] Estimated script latency: 36 ms (Hi: 49 ms, Lo: 32 ms) Rounds:83 [09/14/2022 - 06:08:03PM] Estimated script latency: 36 ms (Hi: 49 ms, Lo: 33 ms) Rounds:82 [09/14/2022 - 06:08:10PM] Estimated script latency: 36 ms (Hi: 42 ms, Lo: 32 ms) Rounds:82 [09/14/2022 - 06:08:18PM] Estimated script latency: 36 ms (Hi: 49 ms, Lo: 32 ms) Rounds:82 [09/14/2022 - 06:08:25PM] Estimated script latency: 42 ms (Hi: 433 ms, Lo: 32 ms) Rounds:72 [09/14/2022 - 06:08:34PM] Estimated script latency: 55 ms (Hi: 631 ms, Lo: 34 ms) Rounds:54 [09/14/2022 - 06:08:42PM] Estimated script latency: 37 ms (Hi: 45 ms, Lo: 32 ms) Rounds:82 [09/14/2022 - 06:08:50PM] Estimated script latency: 37 ms (Hi: 44 ms, Lo: 33 ms) Rounds:80 [09/14/2022 - 06:08:57PM] Estimated script latency: 41 ms (Hi: 48 ms, Lo: 33 ms) Rounds:73 The high rounds come from dialogs or menus Technical notes: Can this version cause scripting overload? Yes, of course... I'm casting a scripted spell on each actor. With 10 actors it's 10 simultaneous scripts, with 25 actors it's 25 simultaneous scripts. But SSEDisplayTweaks never shows me the message "The virtual machine is overloaded" and the average script latency reported by Elephant is always below 100ms... So can it REALLY cause scripting overload? No. The scripting engine can execute that and much more without any problem. Developer Notes: I have copied ALL the code from slaFrameworkScr into sla_Process_eff_scr and that operation is against all programming rules because I have DUPLICATE code. But it is the only way to make Papyrus Multi-Thread effective. If you want to know more, contact me. Edited September 24, 2022 by alex77r4 Version 2 32
pinkfluf Posted September 14, 2022 Posted September 14, 2022 7 minutes ago, alex77r4 said: This version of SLAX is based on the version published by Safado Nice will give it a whirl, I'm using baka atm with abdul's code tweaks (a few pages back) minus the dependency on the dll.
Hex Bolt Posted September 14, 2022 Posted September 14, 2022 29 minutes ago, alex77r4 said: I reduced the default update time in the MCM from 120 seconds to 15 seconds I didn't look to see if you do anything to scale this, but in base SLAX, if a player lowers the update time, the player must also proportionally reduce the Default Exposure Rate. Otherwise, decreasing the update time from 120 seconds to 15 will effectively increase the rate of exposure by a factor of 8; it's applying the same amount of arousal increase, 8 times as often. The original SLA code didn't really consider the effects of changing Default Exposure Rate. Another place where this is problematic is in the GetActorExposureRate() function. In my personal version, I made this change to handle lower values of Default Exposure Rate (I lowered mine to 0.5 because I'd reduced the update time to 30 seconds): Spoiler If actorVoice If (slaArousedVoiceList.Find(actorVoice) >= 0) exposureRate = slaConfig.DefaultExposureRate * 1.5; EDIT: was + 1.0 ElseIf (slaUnArousedVoiceList.Find(actorVoice) >= 0) exposureRate = slaConfig.DefaultExposureRate * 0.5; EDIT: was - 1.0 Else exposureRate = slaConfig.DefaultExposureRate EndIf Else exposureRate = slaConfig.DefaultExposureRate EndIf You might want to do something like this in your version. Lastly, I'd suggested a one-line change to Lupine to the GetGenderPreference() function. Lupine had agreed to the change but never got time to do an update. After the value of genderPreference is determined, set the faction to save the result: who.SetFactionRank(slaGenderPreference, genderPreference) This makes the value available in the faction rank to other mods without their having to make a separate call to Aroused to set it. This is particularly useful for dialog conditions, for which it could be awkward to have to fire a script to set the gender pref faction prior to displaying that topic. Add one line in Aroused to set that faction after NPC gender pref has already been determined, and it's done. 2
alex77r4 Posted September 14, 2022 Posted September 14, 2022 1 hour ago, HexBolt8 said: I didn't look to see if you do anything to scale this, but in base SLAX, if a player lowers the update time, the player must also proportionally reduce the Default Exposure Rate. Otherwise, decreasing the update time from 120 seconds to 15 will effectively increase the rate of exposure by a factor of 8; it's applying the same amount of arousal increase, 8 times as often. The original SLA code didn't really consider the effects of changing Default Exposure Rate. I can't believe it... How is it possible that this problem has never been solved.... All your words are totally true... I start a new game, set the scan speed to 60 seconds, start sexlab, and go to the sleeping giant's inn. I undress 2 women using the console and wait until my arousal exceeds 90. I repeat the operation setting the scanning frequency to 15 seconds and do another round setting the scaner rate to 1 second. Those are the results: Spoiler Scan Rate: 60 secs [09/14/2022 - 09:12:02PM] SLAX MAGIC ASA Spell time 2.416016 over [Actor < (00000014)>] [09/14/2022 - 09:13:29PM] SLAX MAGIC ASA Spell time 2.239990 over [Actor < (00000014)>] [09/14/2022 - 09:14:35PM] SLAX MAGIC ASA Spell time 1.839996 over [Actor < (00000014)>] [09/14/2022 - 09:15:41PM] SLAX MAGIC ASA Spell time 1.839966 over [Actor < (00000014)>] 3 min 30 secs Scan Rate: 15 secs [09/14/2022 - 09:19:44PM] SLAX MAGIC ASA Spell time 0.079994 over [Actor < (00000014)>] [09/14/2022 - 09:20:25PM] SLAX MAGIC ASA Spell time 1.648003 over [Actor < (00000014)>] [09/14/2022 - 09:20:49PM] SLAX MAGIC ASA Spell time 1.632004 over [Actor < (00000014)>] [09/14/2022 - 09:21:08PM] SLAX MAGIC ASA Spell time 2.084000 over [Actor < (00000014)>] [09/14/2022 - 09:21:27PM] SLAX MAGIC ASA Spell time 2.242996 over [Actor < (00000014)>] [09/14/2022 - 09:21:46PM] SLAX MAGIC ASA Spell time 1.996002 over [Actor < (00000014)>] 2 min 2 secs Scan Rate: 1 sec [09/14/2022 - 09:28:38PM] SLAX MAGIC ASA Spell time 0.080002 over [Actor < (00000014)>] [09/14/2022 - 09:28:40PM] SLAX MAGIC ASA Spell time 0.080002 over [Actor < (00000014)>] [09/14/2022 - 09:28:42PM] SLAX MAGIC ASA Spell time 0.080002 over [Actor < (00000014)>] [09/14/2022 - 09:28:43PM] SLAX MAGIC ASA Spell time 0.080002 over [Actor < (00000014)>] [09/14/2022 - 09:28:45PM] SLAX MAGIC ASA Spell time 0.080002 over [Actor < (00000014)>] [09/14/2022 - 09:28:47PM] SLAX MAGIC ASA Spell time 0.079994 over [Actor < (00000014)>] [09/14/2022 - 09:28:49PM] SLAX MAGIC ASA Spell time 0.079994 over [Actor < (00000014)>] [09/14/2022 - 09:28:51PM] SLAX MAGIC ASA Spell time 0.080002 over [Actor < (00000014)>] [09/14/2022 - 09:28:53PM] SLAX MAGIC ASA Spell time 0.080002 over [Actor < (00000014)>] [09/14/2022 - 09:29:06PM] SLAX MAGIC ASA Spell time 0.180000 over [Actor < (00000014)>] [09/14/2022 - 09:29:08PM] SLAX MAGIC ASA Spell time 0.080002 over [Actor < (00000014)>] [09/14/2022 - 09:29:14PM] SLAX MAGIC ASA Spell time 0.079994 over [Actor < (00000014)>] [09/14/2022 - 09:29:16PM] SLAX MAGIC ASA Spell time 0.112000 over [Actor < (00000014)>] [09/14/2022 - 09:29:32PM] SLAX MAGIC ASA Spell time 1.311996 over [Actor < (00000014)>] [09/14/2022 - 09:29:35PM] SLAX MAGIC ASA Spell time 0.991997 over [Actor < (00000014)>] [09/14/2022 - 09:29:59PM] SLAX MAGIC ASA Spell time 1.734993 over [Actor < (00000014)>] [09/14/2022 - 09:30:04PM] SLAX MAGIC ASA Spell time 2.401001 over [Actor < (00000014)>] [09/14/2022 - 09:30:08PM] SLAX MAGIC ASA Spell time 2.351990 over [Actor < (00000014)>] 1 min 28 secs It's too obvious... Reducing the scan rate causes the arousal to increase in the same proportion. So, the time computing in the formula does absolutely nothing, but it's been the same formula for years and no one has fixed it. This is incredible. I'll see what I can do.... Maybe change the formula... Maybe use a dinamic ExposureRate... i not know... i must think on it... --------- 1 hour ago, HexBolt8 said: who.SetFactionRank(slaGenderPreference, genderPreference) The faction exist and SLAX ask about the value.... but the value is never updated. The solution is so easy, simply put that line of code inside Int Function GetGenderPreference(Actor who, Bool forConfig = False) I allready put the line in my code and, if i publish a new version, go to have the update made.
Hex Bolt Posted September 14, 2022 Posted September 14, 2022 9 minutes ago, alex77r4 said: I'll see what I can do.... Maybe change the formula... Ideally, the MCM setting for Default Exposure Rate would change to a percentage, with the internal value set to 2.0 (the old default) at 100%, and that value would be scaled whenever the player changes the update frequency. You wouldn't have to touch anything else. The player would just see the percentage in the MCM, not the internal value, so players wouldn't be confused ("I thought I set that to 2.0, but it keeps changing!"). 30 minutes ago, alex77r4 said: How is it possible that this problem has never been solved. There's a lot of odd things in the mechanics. One that bugged me (until I changed it in my personal version) is the handling of arousal for seeing non-preferred gender nudity in UpdateNakedArousal() in slamainscr. If a straight man or lesbian woman (not bisexual) sees a naked man, that person gains half the arousal for seeing a naked woman. There's no setting to adjust that; it's fixed. Now maaaaybe that straight man or lesbian sees naked men and thinks "Maybe there's sex going on around here!" and gets a little excited. But more likely, the person is simply not interested. "Hey buddy, put some clothes on!" But script doesn't care. It will depend on the player's game, so if you're only exposed to preferred gender nudity, it doesn't really matter.
DayTri Posted September 15, 2022 Posted September 15, 2022 19 hours ago, alex77r4 said: I can't believe it... How is it possible that this problem has never been solved.... All your words are totally true... I start a new game, set the scan speed to 60 seconds, start sexlab, and go to the sleeping giant's inn. I undress 2 women using the console and wait until my arousal exceeds 90. I repeat the operation setting the scanning frequency to 15 seconds and do another round setting the scaner rate to 1 second. Those are the results: Reveal hidden contents Scan Rate: 60 secs [09/14/2022 - 09:12:02PM] SLAX MAGIC ASA Spell time 2.416016 over [Actor < (00000014)>] [09/14/2022 - 09:13:29PM] SLAX MAGIC ASA Spell time 2.239990 over [Actor < (00000014)>] [09/14/2022 - 09:14:35PM] SLAX MAGIC ASA Spell time 1.839996 over [Actor < (00000014)>] [09/14/2022 - 09:15:41PM] SLAX MAGIC ASA Spell time 1.839966 over [Actor < (00000014)>] 3 min 30 secs Scan Rate: 15 secs [09/14/2022 - 09:19:44PM] SLAX MAGIC ASA Spell time 0.079994 over [Actor < (00000014)>] [09/14/2022 - 09:20:25PM] SLAX MAGIC ASA Spell time 1.648003 over [Actor < (00000014)>] [09/14/2022 - 09:20:49PM] SLAX MAGIC ASA Spell time 1.632004 over [Actor < (00000014)>] [09/14/2022 - 09:21:08PM] SLAX MAGIC ASA Spell time 2.084000 over [Actor < (00000014)>] [09/14/2022 - 09:21:27PM] SLAX MAGIC ASA Spell time 2.242996 over [Actor < (00000014)>] [09/14/2022 - 09:21:46PM] SLAX MAGIC ASA Spell time 1.996002 over [Actor < (00000014)>] 2 min 2 secs Scan Rate: 1 sec [09/14/2022 - 09:28:38PM] SLAX MAGIC ASA Spell time 0.080002 over [Actor < (00000014)>] [09/14/2022 - 09:28:40PM] SLAX MAGIC ASA Spell time 0.080002 over [Actor < (00000014)>] [09/14/2022 - 09:28:42PM] SLAX MAGIC ASA Spell time 0.080002 over [Actor < (00000014)>] [09/14/2022 - 09:28:43PM] SLAX MAGIC ASA Spell time 0.080002 over [Actor < (00000014)>] [09/14/2022 - 09:28:45PM] SLAX MAGIC ASA Spell time 0.080002 over [Actor < (00000014)>] [09/14/2022 - 09:28:47PM] SLAX MAGIC ASA Spell time 0.079994 over [Actor < (00000014)>] [09/14/2022 - 09:28:49PM] SLAX MAGIC ASA Spell time 0.079994 over [Actor < (00000014)>] [09/14/2022 - 09:28:51PM] SLAX MAGIC ASA Spell time 0.080002 over [Actor < (00000014)>] [09/14/2022 - 09:28:53PM] SLAX MAGIC ASA Spell time 0.080002 over [Actor < (00000014)>] [09/14/2022 - 09:29:06PM] SLAX MAGIC ASA Spell time 0.180000 over [Actor < (00000014)>] [09/14/2022 - 09:29:08PM] SLAX MAGIC ASA Spell time 0.080002 over [Actor < (00000014)>] [09/14/2022 - 09:29:14PM] SLAX MAGIC ASA Spell time 0.079994 over [Actor < (00000014)>] [09/14/2022 - 09:29:16PM] SLAX MAGIC ASA Spell time 0.112000 over [Actor < (00000014)>] [09/14/2022 - 09:29:32PM] SLAX MAGIC ASA Spell time 1.311996 over [Actor < (00000014)>] [09/14/2022 - 09:29:35PM] SLAX MAGIC ASA Spell time 0.991997 over [Actor < (00000014)>] [09/14/2022 - 09:29:59PM] SLAX MAGIC ASA Spell time 1.734993 over [Actor < (00000014)>] [09/14/2022 - 09:30:04PM] SLAX MAGIC ASA Spell time 2.401001 over [Actor < (00000014)>] [09/14/2022 - 09:30:08PM] SLAX MAGIC ASA Spell time 2.351990 over [Actor < (00000014)>] 1 min 28 secs It's too obvious... Reducing the scan rate causes the arousal to increase in the same proportion. So, the time computing in the formula does absolutely nothing, but it's been the same formula for years and no one has fixed it. This is incredible. I'll see what I can do.... Maybe change the formula... Maybe use a dinamic ExposureRate... i not know... i must think on it... --------- The faction exist and SLAX ask about the value.... but the value is never updated. The solution is so easy, simply put that line of code inside Int Function GetGenderPreference(Actor who, Bool forConfig = False) I allready put the line in my code and, if i publish a new version, go to have the update made. The time computing is for the arousal decay, which looks like it's done correctly. But the new exposure is just added per-tick. But I think you can't just fix it in the UpdateActorExposure function, because this function doesn't know if the event is from the repeated update (like scanning for actors) or from something else like a mod's event. You could edit the scanning event to reduce the added exposure based on the scan rate probably.
alex77r4 Posted September 16, 2022 Posted September 16, 2022 On 9/14/2022 at 10:47 PM, HexBolt8 said: There's a lot of odd things in the mechanics. I'm starting to understand what you're saying. During these two days, I found many problems that were causing malfunctions and it is not easy to fix all of that. Here is the report. I've tried changing the formula so that it increments based on the time elapsed between one increment and the next, but it doesn't work. The scanner increases x points for each nude and x points for each exhibitionism in each scan being a total of 10 points. As the time is very short, it only added the first increment and discarded the others. I have decided to accept your suggestion and put a dynamic ActorRate based on the scan speed. Now, in the MCM, the ScanRate is the first parameter and the ActorRate is locked because it is calculated dynamically. But it has a drawback. I've had to block the ActorRate on the Puppeter page because we can't have any actors with a fixed ActorRate. Now the ActorRate is calculated based on the ScanRate, and has to be changed for all actors at once. We can't have anyone different. It is a parameter that I have never used and I don't know if anyone uses it, but now it is blocked. Spoiler Also, I have located a BIG problem with the exhibitionism. IT DIDN'T WORK, NOT calculate it and, to make matters worse, SLAX deactivated the exhibitionism mark in the actors. I always have my player and my followers as exhibitionists, but while making test, SLAX took away the mark of exhibitionists in the MCM. I've had to turn off the whole exhibitionists system and bring back the plain old Redux system. I thought that SLAX worked perfectly and I'm seeing that it doesn't. There are many things that do not work, that are half implemented and causing problems. I'm doing what I can but I can't guarantee perfect work. I'm going to modify my first post and put the new version in that post so I have a central place to put my versions.
alex77r4 Posted September 20, 2022 Posted September 20, 2022 (edited) I found a problem in SLAX-ASA Version 2 that causes the scanner to stop working. The solution, for now, is Save your game and load it again. That restarts SLAX and the Scanner. I'm looking why it happens to offer a better solution, but some help is welcome. If you have the problem, please, upload your Papyrus0.log and try to remember what you are doing when the scanner stops working. Edited September 20, 2022 by alex77r4
alex77r4 Posted September 24, 2022 Posted September 24, 2022 On 9/20/2022 at 6:51 PM, alex77r4 said: I found a problem in SLAX-ASA Version 2 that causes the scanner to stop working. I find it and was caused by the things that we, the users, can made in 1 second. Happend exacly when we cross a door with loading scren after the scaner collect the actors but before the script launch the spells. I solve it making a double message system. Also, I found a problem in the initialization of the actors that was causing 100% Arousal when we meet them after 10 or 15 days of GamePlay. This is the comment I put inside the code: Spoiler If (lastOrgasmTime < -1.0) ;Orgasm not set... try SexLab ;Return SexLab.Stats.DaysSinceLastSex(who) ;ASA NOOOOOOOOOOOOOOO.... ;ASA That SexLab function always return GameDaysPased -0 when the actor never had sex. ;ASA That is thecnicaly correct because, when the actor NEVER had sex and NEVER had a Orgasm, their LastOrgasmDate must be set, theoreticaly, to the gamedayspased in the game. ;ASA That works good in the first 10 days of gameplay because, as each day whitout Orgasm provide 10% of Arousal, returning 1 to 10 generate an Arousal value from 10 to 100. ;ASA But after 10 days of GamePlay, that return value FORCE every NEW Actor that we know in every NEW location to have ALWAYS a 100% arousal when we meet them. ;ASA Because, as the days continue increasing, the Arousal value increase in the same way giving 110, 120, 130... 150... 220... 340... ;ASA I go to compute a RANDOM from 1 to 5 to generate a RANDOM Arousal value from 10% to 50% As always, i go to modify my first post and put the Version 3 in it. 2
Naps-On-Dirt Posted September 24, 2022 Posted September 24, 2022 (edited) I uninstalled the Tenri patch and original SLAX and installed this version 3, but Vortex is telling me that LOOT is telling it that there is a cyclic rule going on, Aroused -> Creature Framework -> Aroused. Its not fatal, it just causes plugin sorting to fail so in the short term its not a big deal. Not sure where the fault lies. Edit: I spoke too soon, I can't run the game because everyone is T-posed despite having run FNIS. Gonna have to go back to original SLAX w/ Tenri patch. I checked the Aroused plugin in TESVEdit and it does not have Creature Framework as a master, which is what the LOOT error is implying, so I am at a loss what is causing it. Edited September 24, 2022 by Naps-On-Dirt
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now