sunhawken Posted October 31, 2022 Posted October 31, 2022 How do I get a tattoo too pulse back and forth when just being there on my body?
iamzip Posted November 4, 2022 Author Posted November 4, 2022 On 10/30/2022 at 11:19 PM, sunhawken said: How do I get a tattoo too pulse back and forth when just being there on my body? If I'm reading this correctly you just want the overlay to shift between two colors continuously? If so then: 1- set the pulse to OnContinuous 2- set the driver to Character Level 3- set the minimum to 0 or 1 4- set the maximum to 1 5- set the pulse color and max color to what you want the overlay to cycle between
sunhawken Posted November 7, 2022 Posted November 7, 2022 (edited) On 11/4/2022 at 8:07 AM, iamzip said: If I'm reading this correctly you just want the overlay to shift between two colors continuously? If so then: 1- set the pulse to OnContinuous 2- set the driver to Character Level 3- set the minimum to 0 or 1 4- set the maximum to 1 5- set the pulse color and max color to what you want the overlay to cycle between I wish you would do these with all your template gifs. (Type the settings for the gifs likes you just did for me.) Edited November 7, 2022 by sunhawken
sunhawken Posted November 10, 2022 Posted November 10, 2022 On 11/4/2022 at 8:07 AM, iamzip said: If I'm reading this correctly you just want the overlay to shift between two colors continuously? If so then: 1- set the pulse to OnContinuous 2- set the driver to Character Level 3- set the minimum to 0 or 1 4- set the maximum to 1 5- set the pulse color and max color to what you want the overlay to cycle between It just makes my tattoo disappear. Can you post a screenshot of the color example?
Operand Posted December 8, 2022 Posted December 8, 2022 How does SLA driver work? It says it should pull the SLA state every 10 seconds but I couldn't make it work no matter what. However, when I open the MCM and close it with my min/max, tint and glow settings configured, it updates the state of the overlay immediately and correctly every time. So it looks like passive scan fails for some reason. I use the latest SlaveTats version. Any thoughts on why it could be?
iamzip Posted December 10, 2022 Author Posted December 10, 2022 I believe this has to do with a mismatch in spell IDs in the cfg file. I'm planning on pushing a few bug fixes over the holidays, but in the interim you can: delete the fcg file, start a new game (to run the oninit event), then load you existing game, and enter then exit the MCM. This will generate a new cfg file automatically.
Chlodwig Posted January 9, 2023 Posted January 9, 2023 (edited) Found that mod and its really cool, One question the Sex Creature / Sex Human function is only counting the amount of sex you had not if the current partner is Human or Creature? Edit: Has some an Idee how to get enjoyment working? I tried to several set ups but none worked enjoyment was always considered to be 0 even when the enjoyment in SLSO was full Edited January 10, 2023 by Chlodwig
Fulanoo Posted January 10, 2023 Posted January 10, 2023 On 4/3/2021 at 4:31 PM, iamzip said: OK, I threw this together as a proof of concept. This will add an OnFireBall pulse option that only pulses when you cast fireball spell. If you'd like to change it to a different spell you just need to do a little bit of CK work and some editing of the json file. If you want to apply it to a spell added by a mod or one of the xpacs then there's a couple more steps. If this proves difficult and/or popular I might do a guide with screenshots later. ZAO specific spell test SE.7z 6.75 kB · 3 downloads Can something similar be done for drivers? Like the driver being visible during the magic effect duration? Like creating a OnDragonAspect instead of an OnFireBall for example?
iamzip Posted January 11, 2023 Author Posted January 11, 2023 On 1/9/2023 at 2:31 PM, Chlodwig said: Found that mod and its really cool, One question the Sex Creature / Sex Human function is only counting the amount of sex you had not if the current partner is Human or Creature? Edit: Has some an Idee how to get enjoyment working? I tried to several set ups but none worked enjoyment was always considered to be 0 even when the enjoyment in SLSO was full on the first one, the count is the total amount, not the current partner. On the second, I'm not certain how well enjoyment in SL tracks with enjoyment in SLSO, or if the latter modifies the former directly. The script polls SL directly, then hides the slot outside of an animation. If that doesn't help get it to show try resetting the CFG file. the basic steps are delete the cfg file, start a new game (to generate a new file), exit to main menu then load your normal save, enter then exit the MCM. more detailed description can be found earlier in the thread. On 1/9/2023 at 6:19 PM, Fulanoo said: Can something similar be done for drivers? Like the driver being visible during the magic effect duration? Like creating a OnDragonAspect instead of an OnFireBall for example? I believe this can be done, probably with something like keywords attached to any enchantment spells, but I haven't really dug into it at all. I've recently started going back through the code to clean up some bugs and hopefully improve performance, I might add some more drivers if I feel inspired. 1
Anunya Posted January 11, 2023 Posted January 11, 2023 Is there an easy-ish way to use Active Overlays with things from the Makeup slot instead of the Facepaint slot in Racemenu? There are a number of nice things from various make-up mods I'd like to apply. My first hope is to find a way to get a good basic blush applied to my PC when she's blushing (since Blush When Aroused tends to crash my games).
Fulanoo Posted January 11, 2023 Posted January 11, 2023 8 hours ago, Anunya said: Is there an easy-ish way to use Active Overlays with things from the Makeup slot instead of the Facepaint slot in Racemenu? There are a number of nice things from various make-up mods I'd like to apply. My first hope is to find a way to get a good basic blush applied to my PC when she's blushing (since Blush When Aroused tends to crash my games). You could grab the textures from Blush When Aroused and make them into slave tats Just apply them to your character with slavetats and use Active Overlays arousal as a driver with minimum alpha 0 e maximum alpha 1 You won't get results for stuff like drunkness (i don't think there's a driver for that) or devious devices vibrations, but it's better than nothing On that note, would it even be possible to have multiple drivers affecting the same overlay slot? Like having drunkness level, arousal, and exposure affecting a face overlay for the blush, and choose the driver that's higher to actually affect the overlay? 1
mcnv Posted January 13, 2023 Posted January 13, 2023 I have issues. the mcm doesn't show up. does it have anything to do with me using special edition rather then anniversary? because that's the only thing I can think of.
iamzip Posted January 13, 2023 Author Posted January 13, 2023 5 hours ago, mcnv said: I have issues. the mcm doesn't show up. does it have anything to do with me using special edition rather then anniversary? because that's the only thing I can think of. Turns out one of the bug fixes I'm working on is the MCM not showing up when FISS isn't installed. I followed the steps on FISS page to supposedly make it optional, but try installing that for now. If you already have FISS then try moving this mod's esp file around in your load order, in told that can work too.
mcnv Posted January 13, 2023 Posted January 13, 2023 2 hours ago, iamzip said: Turns out one of the bug fixes I'm working on is the MCM not showing up when FISS isn't installed. I followed the steps on FISS page to supposedly make it optional, but try installing that for now. If you already have FISS then try moving this mod's esp file around in your load order, in told that can work too. that worked. thanks
avalanche24 Posted January 18, 2023 Posted January 18, 2023 Hello. I have this mod's version 0.31 which I got from nexus and papyrusutil version 4.3 running on skyrimse 1.6.353. In the previous version of this mod, I was able to make the pulse onorgasm work but in this version, it seems to be broken. I'm running 0.31 on a new save. Everything else that is not related to sexlab onpulse seems to be working though. I also tried deleting the config file and making a new game, then loading my old save. It did not fix the issue unfortunately. Is there anything else I can do?
iamzip Posted January 20, 2023 Author Posted January 20, 2023 On 1/18/2023 at 7:01 AM, avalanche24 said: Hello. I have this mod's version 0.31 which I got from nexus and papyrusutil version 4.3 running on skyrimse 1.6.353. In the previous version of this mod, I was able to make the pulse onorgasm work but in this version, it seems to be broken. I'm running 0.31 on a new save. Everything else that is not related to sexlab onpulse seems to be working though. I also tried deleting the config file and making a new game, then loading my old save. It did not fix the issue unfortunately. Is there anything else I can do? Did you start the playthrough with the vanilla start or otherwise change your character sex through racemenu? there's a bug I'm fixing where some of the pulses don't check this regularly but rather sets it on initialization. try saving your settings then using the reset function, might fix your problem.
avalanche24 Posted January 20, 2023 Posted January 20, 2023 (edited) 5 hours ago, iamzip said: Did you start the playthrough with the vanilla start or otherwise change your character sex through racemenu? there's a bug I'm fixing where some of the pulses don't check this regularly but rather sets it on initialization. try saving your settings then using the reset function, might fix your problem. Hi, thanks for replying. I'm using this mod as an alternative start (somewhat). It wasn't a problem in the previous version though. I also did as you instructed- reset the mod via mcm and then reloaded my settings. Didn't work. I went ahead and reset the settings once again then manually configured the pulse but that didn't work either. Checked papyrus and I got multiple entries of this line: [01/21/2023 - 04:04:00AM] Error: Array index 24 is out of range (0-5) stack: [zao_mcmquest (78000800)].zao_menu_script.OnConfigClose() - "zao_menu_script.psc" Line 1245 [zao_mcmquest (78000800)].zao_menu_script.CloseConfig() - "SKI_ConfigBase.psc" Line 840 [SKI_ConfigManagerInstance (2A000802)].SKI_ConfigManager.OnMenuClose() - "mgddgfsedsolmrqyulorz" Line 96 Edited January 20, 2023 by avalanche24
iamzip Posted January 24, 2023 Author Posted January 24, 2023 Spoiler On 1/20/2023 at 12:22 PM, avalanche24 said: Hi, thanks for replying. I'm using this mod as an alternative start (somewhat). It wasn't a problem in the previous version though. I also did as you instructed- reset the mod via mcm and then reloaded my settings. Didn't work. I went ahead and reset the settings once again then manually configured the pulse but that didn't work either. Checked papyrus and I got multiple entries of this line: [01/21/2023 - 04:04:00AM] Error: Array index 24 is out of range (0-5) stack: [zao_mcmquest (78000800)].zao_menu_script.OnConfigClose() - "zao_menu_script.psc" Line 1245 [zao_mcmquest (78000800)].zao_menu_script.CloseConfig() - "SKI_ConfigBase.psc" Line 840 [SKI_ConfigManagerInstance (2A000802)].SKI_ConfigManager.OnMenuClose() - "mgddgfsedsolmrqyulorz" Line 96 Is this on an existing save upgraded from a previous version or a new game? the onorgasm and onsex pulses currently use the same script tied to a quest, which may not have initiated all the required arrays if you didn't do a full clean save on an existing playthrough. So if this is an upgrade situation please try uninstalling, using a save editor to scrub everything with zao_* scripts from the save, then reinstall this mod. As for the papyrus error, I believe this is due to 0.31 expecting a certain number there, this is a bug that I'm fixing, but I don't think it will cause any major bugs, just a few papyrus errors on exiting the MCM.
Anunya Posted March 7, 2023 Posted March 7, 2023 Heya - the mod works great and it's pretty cool too I have a request - is it possible to make a future version of the mod read overlays from the makeup section as an option instead of face paint? There are a good number of warpaint type mods that use the makeup slot, and it'd be cool to have access to those. Unless that functionality already exists, in which case I'd like to be told how to do that Thanks! 1
stavlan Posted March 23, 2023 Posted March 23, 2023 Excellent mod, works great really love the results. Tho I have a slight issue and a suggestion (not related to each other) The issue is that the sun and moon extra mod doesn't work for me, it might be fixed and i haven't updated yet tho, I'll check soon. The suggestion is to add more options to the OnContinuous pulse, options like frequency, pulse width and pitch for each slot. For example to have 2 identical pulsating overlays, 1 pulses with calm heart beat speed, the other pulses faster and only 1 of the 2 is shown depending on how much health the player has.
iamzip Posted March 25, 2023 Author Posted March 25, 2023 Spoiler On 3/7/2023 at 1:51 PM, Anunya said: I have a request - is it possible to make a future version of the mod read overlays from the makeup section as an option instead of face paint? There are a good number of warpaint type mods that use the makeup slot, and it'd be cool to have access to those. This unfortunately isn't possible, I haven't been able to find a script to change warpaint colors, and if it exists it's likely a game. script similar to skintint, and those don't play well here, tried early on in development. Spoiler On 3/23/2023 at 12:06 AM, stavlan said: The issue is that the sun and moon extra mod doesn't work for me, it might be fixed and i haven't updated yet tho, I'll check soon. This is likely a mismatch in what I generated to the Spell form in the json file and what your game expects. I'm slowly working on bug fixes, I'll add this to my list. Spoiler On 3/23/2023 at 12:06 AM, stavlan said: The suggestion is to add more options to the OnContinuous pulse, options like frequency, pulse width and pitch for each slot. For example to have 2 identical pulsating overlays, 1 pulses with calm heart beat speed, the other pulses faster and only 1 of the 2 is shown depending on how much health the player has. This is doable but will take a bit of work, I'll see if I can fit it in, if the extra condition checks don't slow it down. 2
Anunya Posted March 25, 2023 Posted March 25, 2023 1 hour ago, iamzip said: This unfortunately isn't possible, I haven't been able to find a script to change warpaint colors, and if it exists it's likely a game. script similar to skintint, and those don't play well here, tried early on in development. Fair enough. Thanks for trying I've been experimenting with the warpaint pipeline and I think I've figured out how to make some that'll work for blushing. If I do get somewhere decent, I'll definitely update this thread for folks who want to use active overlays for blushing.
stavlan Posted March 27, 2023 Posted March 27, 2023 On 3/25/2023 at 4:52 PM, iamzip said: This is likely a mismatch in what I generated to the Spell form in the json file and what your game expects. I'm slowly working on bug fixes, I'll add this to my list. I checked the IDs in xEdit and in the json file and they match. Is it possible the form names to be case sensitive? They are capitalized in the "stringlist" and all lower case in the "form" in the json file. Before I submit this comment I also checked the config json file of active overlays and the 3 IDs are there too with no "stringlist" for them. Hope this helps diagnose the problem.
iamzip Posted March 28, 2023 Author Posted March 28, 2023 Spoiler 16 hours ago, stavlan said: I checked the IDs in xEdit and in the json file and they match. Is it possible the form names to be case sensitive? They are capitalized in the "stringlist" and all lower case in the "form" in the json file. Before I submit this comment I also checked the config json file of active overlays and the 3 IDs are there too with no "stringlist" for them. Hope this helps diagnose the problem. That's helpful. From what I've been able to tell Json files default to lower case, I haven't found case sensitivity in any of my testing. When you say no stringlist for them, do they show up properly in the driver list in the MCM? Are you able to check either via extended console or save editor if the spell was actually applied? Which effect are you trying to use?
stavlan Posted March 30, 2023 Posted March 30, 2023 (edited) On 3/28/2023 at 4:02 PM, iamzip said: That's helpful. From what I've been able to tell Json files default to lower case, I haven't found case sensitivity in any of my testing. When you say no stringlist for them, do they show up properly in the driver list in the MCM? Are you able to check either via extended console or save editor if the spell was actually applied? Which effect are you trying to use? Yes they show up, I'm trying to use the night time driver, the spell isn't applied and the mcm shows "Could not determine current driver value" Tried all 3 of them and even noticed that in the console it lists the effects that are applied while it updates after closing the mcm and it's as if they are skipped. Edit: There is a stringlist in the main mod's json file and I missed the part where they are included because i can't keep track of tabs in a row (I need to open these files in a programming editor instead of notepad) Edited March 30, 2023 by stavlan
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