Ashal Posted April 1, 2013 Posted April 1, 2013 Is there any updates on when a new version of this mod is going to come out soon. I seem to have the issue where key 1 and 2 doesn't seem to work at all , and for some positions my 2 actors do not line up right at all. Hope issues will be fix in the next update. The author of the mod is missing, and it's unknown/unlikely he'll return at this point considering how long it's been. So major updates at this point are unlikely. I'm working on a replacement sex framework mod of my own that I'm looking to release this next week. For SexiS though Arizona_Steve has been talking about fixes and optimizations he's doing/planning, no idea how far he plans to take that though.
Trykz Posted April 1, 2013 Posted April 1, 2013 The author of the mod is missing, and it's unknown/unlikely he'll return at this point considering how long it's been. So major updates at this point are unlikely. I'm working on a replacement sex framework mod of my own that I'm looking to release this next week. For SexiS though Arizona_Steve has been talking about fixes and optimizations he's doing/planning, no idea how far he plans to take that though. I'd say this is for the best. It gives plug-in authors the added security of knowing that the author of their framework dependency won't go missing anytime soon, and fosters incentive to "retrofit" existing mods into the framework. Looking forward to testing what you create, Ashal. Trykz
Ashal Posted April 1, 2013 Posted April 1, 2013 The author of the mod is missing, and it's unknown/unlikely he'll return at this point considering how long it's been. So major updates at this point are unlikely. I'm working on a replacement sex framework mod of my own that I'm looking to release this next week. For SexiS though Arizona_Steve has been talking about fixes and optimizations he's doing/planning, no idea how far he plans to take that though. It gives plug-in authors the added security of knowing that the author of their framework dependency won't go missing anytime soon I couldn't go missing from LoversLab even if I wanted to And if I did somehow manage it, the site would have bigger problems than a missing author.
Airock Posted April 1, 2013 Posted April 1, 2013 Is there any updates on when a new version of this mod is going to come out soon. I seem to have the issue where key 1 and 2 doesn't seem to work at all , and for some positions my 2 actors do not line up right at all. Hope issues will be fix in the next update. The author of the mod is missing, and it's unknown/unlikely he'll return at this point considering how long it's been. So major updates at this point are unlikely. I'm working on a replacement sex framework mod of my own that I'm looking to release this next week. For SexiS though Arizona_Steve has been talking about fixes and optimizations he's doing/planning, no idea how far he plans to take that though. Let me know if you need any help with aligning / positioning animations. I also make mod author animation requests priority 1. Just finished a 3 actor animation if you're looking to experiment with threesome animations. Looking forward to it.
redneck2x Posted April 1, 2013 Posted April 1, 2013 Trying to track down a very rare bug in SexiS that leaves it in a corrupted state, requiring the mod to be removed, Skyrim reloaded and saved, and the mod reinstated. I've only seen it happen a couple of times using my Random Sex mod, so it might take some time to figure out... Can you specify what kind of corrupted state? symptoms? Symptoms - my random sex mod completely stops working. The issue centers around OnEffectStart() in SexiSMagEffScr. The first few lines are: id = akTarget.GetItemCount( SexiSStartToken ) - 1 akTarget.RemoveItem( SexiSStartToken, id + 1, true ) offActor = SexiS.GetActorOff( id ) defActor = SexiS.GetActorDef( id ) That SexiSStartToken is actually a miscellaneous item added to the target's inventory ID+1 times as a mechanism to pass the SexiS ID into the magic effect script. It seems that this is failing under rare circumstances. The logs seem to suggest that the target actor is coming in as null. Once this happens, every subsequent call seems to suffer the same issue. Edit: Just saw it again. Some log entries. Also confirmed that while the target actor is not coming in as null under these circumstances, the AddItem for SexiStartToken doesn't appear to work, and the GetItemCount returns 0 giving an ID of -1 and the array problems below. [03/31/2013 - 04:03:25PM] Error: Array index -1 is out of range (0-127) stack: [sexiSSystem (0A000D6B)].sexissystemscr.GetActorOff() - "SexiSSystemScr.psc" Line 269 [None].SexiSMagEffScr.OnEffectStart() - "SexiSMagEffScr.psc" Line 83 [03/31/2013 - 04:03:25PM] Error: Array index -1 is out of range (0-127) stack: [sexiSSystem (0A000D6B)].sexissystemscr.GetActorDef() - "SexiSSystemScr.psc" Line 273 [None].SexiSMagEffScr.OnEffectStart() - "SexiSMagEffScr.psc" Line 84 [03/31/2013 - 04:03:25PM] Error: Array index -1 is out of range (0-127) stack: [sexiSSystem (0A000D6B)].sexissystemscr.GetAnimNumber() - "SexiSSystemScr.psc" Line 277 [None].SexiSMagEffScr.OnEffectStart() - "SexiSMagEffScr.psc" Line 85 [03/31/2013 - 04:03:25PM] Error: Array index -1 is out of range (0-127) I do not really understand how Skyrim VM works, but I think that sometimes SexiSMagEffScr object is created while it is not attached to Actor object, but to some other temporary object, for example: SexiSMagEffScr object can be property of some other magic effect object, which can exist for very short time, and be gone before OnEffectStart. So what you see might be normal. Maybe some sort of exception should be added to SexiSMagEffScr, to handle this case.
Fetterbr Posted April 1, 2013 Posted April 1, 2013 please make it work with the 1.9 patch so many new mods are only work on 1.9
Classy Cat Posted April 1, 2013 Posted April 1, 2013 Wonderful mod but someone please make some face expressions for this mod.
WaxenFigure Posted April 1, 2013 Posted April 1, 2013 I couldn't go missing from LoversLab even if I wanted to And if I did somehow manage it, the site would have bigger problems than a missing author. One thing that's very nice about SexIs is the ability it provides to register additional animations. One big mistake is the focus on sex act animations. It would be nice to have an animation playing system that can be used for playing sex acts or could be used to coordinate a square dance animation or more likely a whole dungeon full of activities aka Zaz Animation pack. With a good animation playing framework we could have a mod that could go from that square dance to a raid by bandits who would rape all the square dancers and then attach them to wheels and racks and beat them for good measure. Yeah it's a bit ridiculous as a scenario but I hope you see the utility of being able to play a series of animations involving a number of actors (not just one or two) to script really creative scenarios. I really like a number of the animations in the Zaz pack but most of what they've done has not made it into any mod yet and that's a real shame. I have no idea of what your intended framework will provide but I hope it will allow the building of scenarios and will support larger groups instead of being focused too narrowly on just playing sex animations in sequence. We'll know we've got it right when the Oblivion people start asking when they can get a wonderful system like Skyrim has instead of the other way around.
WaxenFigure Posted April 1, 2013 Posted April 1, 2013 Trying to track down a very rare bug in SexiS that leaves it in a corrupted state, requiring the mod to be removed, Skyrim reloaded and saved, and the mod reinstated. I've only seen it happen a couple of times using my Random Sex mod, so it might take some time to figure out... Can you specify what kind of corrupted state? symptoms? Symptoms - my random sex mod completely stops working. The issue centers around OnEffectStart() in SexiSMagEffScr. The first few lines are: id = akTarget.GetItemCount( SexiSStartToken ) - 1 akTarget.RemoveItem( SexiSStartToken, id + 1, true ) offActor = SexiS.GetActorOff( id ) defActor = SexiS.GetActorDef( id ) That SexiSStartToken is actually a miscellaneous item added to the target's inventory ID+1 times as a mechanism to pass the SexiS ID into the magic effect script. It seems that this is failing under rare circumstances. The logs seem to suggest that the target actor is coming in as null. Once this happens, every subsequent call seems to suffer the same issue. Edit: Just saw it again. Some log entries. Also confirmed that while the target actor is not coming in as null under these circumstances, the AddItem for SexiStartToken doesn't appear to work, and the GetItemCount returns 0 giving an ID of -1 and the array problems below. [03/31/2013 - 04:03:25PM] Error: Array index -1 is out of range (0-127) stack: [sexiSSystem (0A000D6B)].sexissystemscr.GetActorOff() - "SexiSSystemScr.psc" Line 269 [None].SexiSMagEffScr.OnEffectStart() - "SexiSMagEffScr.psc" Line 83 [03/31/2013 - 04:03:25PM] Error: Array index -1 is out of range (0-127) stack: [sexiSSystem (0A000D6B)].sexissystemscr.GetActorDef() - "SexiSSystemScr.psc" Line 273 [None].SexiSMagEffScr.OnEffectStart() - "SexiSMagEffScr.psc" Line 84 [03/31/2013 - 04:03:25PM] Error: Array index -1 is out of range (0-127) stack: [sexiSSystem (0A000D6B)].sexissystemscr.GetAnimNumber() - "SexiSSystemScr.psc" Line 277 [None].SexiSMagEffScr.OnEffectStart() - "SexiSMagEffScr.psc" Line 85 [03/31/2013 - 04:03:25PM] Error: Array index -1 is out of range (0-127) Accounting for "tokens" added to PC and NPC actors and using that to determine if sex was in progress was one of the major failings of the Minilovers and MLA mods. I tried several ways to eliminate that crutch (some of which might have worked had I known the CK better when I first went to fix that problem) and finally settled on using two spells for the sex act instead of a single spell. The first spell just checks the caster of the spell and the target for suitability while the second spell is where the actual sex act is performed. That arrangement allows for checking if the "magic effect" for the second (actual sex act) is present and thus greatly narrows the opportunity for someone to get assigned to multiple sex acts at once but even when someone manages to drop though the small window that this still leaves open there's no permanent damage in the form of excess tokens. If I added a short "lock state" I could probably completely close that window but lock states come with their own problems...
Arizona_Steve Posted April 2, 2013 Posted April 2, 2013 Actually it's easily fixed, just didn't get round to it yesterday as I was adding stuff to the Random Sex mod. Instead of attaching tokens, just look the actor up in the SexiSSystemScr data - that'll give me my index with 100% reliability. I'll fix it tonight.
Airock Posted April 2, 2013 Posted April 2, 2013 Trying to track down a very rare bug in SexiS that leaves it in a corrupted state, requiring the mod to be removed, Skyrim reloaded and saved, and the mod reinstated. I've only seen it happen a couple of times using my Random Sex mod, so it might take some time to figure out... Can you specify what kind of corrupted state? symptoms? Symptoms - my random sex mod completely stops working. The issue centers around OnEffectStart() in SexiSMagEffScr. The first few lines are: id = akTarget.GetItemCount( SexiSStartToken ) - 1 akTarget.RemoveItem( SexiSStartToken, id + 1, true ) offActor = SexiS.GetActorOff( id ) defActor = SexiS.GetActorDef( id ) That SexiSStartToken is actually a miscellaneous item added to the target's inventory ID+1 times as a mechanism to pass the SexiS ID into the magic effect script. It seems that this is failing under rare circumstances. The logs seem to suggest that the target actor is coming in as null. Once this happens, every subsequent call seems to suffer the same issue. Edit: Just saw it again. Some log entries. Also confirmed that while the target actor is not coming in as null under these circumstances, the AddItem for SexiStartToken doesn't appear to work, and the GetItemCount returns 0 giving an ID of -1 and the array problems below. [03/31/2013 - 04:03:25PM] Error: Array index -1 is out of range (0-127) stack: [sexiSSystem (0A000D6B)].sexissystemscr.GetActorOff() - "SexiSSystemScr.psc" Line 269 [None].SexiSMagEffScr.OnEffectStart() - "SexiSMagEffScr.psc" Line 83 [03/31/2013 - 04:03:25PM] Error: Array index -1 is out of range (0-127) stack: [sexiSSystem (0A000D6B)].sexissystemscr.GetActorDef() - "SexiSSystemScr.psc" Line 273 [None].SexiSMagEffScr.OnEffectStart() - "SexiSMagEffScr.psc" Line 84 [03/31/2013 - 04:03:25PM] Error: Array index -1 is out of range (0-127) stack: [sexiSSystem (0A000D6B)].sexissystemscr.GetAnimNumber() - "SexiSSystemScr.psc" Line 277 [None].SexiSMagEffScr.OnEffectStart() - "SexiSMagEffScr.psc" Line 85 [03/31/2013 - 04:03:25PM] Error: Array index -1 is out of range (0-127) Accounting for "tokens" added to PC and NPC actors and using that to determine if sex was in progress was one of the major failings of the Minilovers and MLA mods. I tried several ways to eliminate that crutch (some of which might have worked had I known the CK better when I first went to fix that problem) and finally settled on using two spells for the sex act instead of a single spell. The first spell just checks the caster of the spell and the target for suitability while the second spell is where the actual sex act is performed. That arrangement allows for checking if the "magic effect" for the second (actual sex act) is present and thus greatly narrows the opportunity for someone to get assigned to multiple sex acts at once but even when someone manages to drop though the small window that this still leaves open there's no permanent damage in the form of excess tokens. If I added a short "lock state" I could probably completely close that window but lock states come with their own problems... How did Bethesda pair their own animations? Like for the killmove sequences, and furniture idles? They must have had some reliable way to have NPCs recognize a chair, and sit in it correctly. How do they activate those animation events?
Ashal Posted April 2, 2013 Posted April 2, 2013 I couldn't go missing from LoversLab even if I wanted to And if I did somehow manage it, the site would have bigger problems than a missing author. One thing that's very nice about SexIs is the ability it provides to register additional animations. One big mistake is the focus on sex act animations. It would be nice to have an animation playing system that can be used for playing sex acts or could be used to coordinate a square dance animation or more likely a whole dungeon full of activities aka Zaz Animation pack. With a good animation playing framework we could have a mod that could go from that square dance to a raid by bandits who would rape all the square dancers and then attach them to wheels and racks and beat them for good measure. Yeah it's a bit ridiculous as a scenario but I hope you see the utility of being able to play a series of animations involving a number of actors (not just one or two) to script really creative scenarios. I really like a number of the animations in the Zaz pack but most of what they've done has not made it into any mod yet and that's a real shame. I have no idea of what your intended framework will provide but I hope it will allow the building of scenarios and will support larger groups instead of being focused too narrowly on just playing sex animations in sequence. We'll know we've got it right when the Oblivion people start asking when they can get a wonderful system like Skyrim has instead of the other way around. This is pretty much the plan. I'm avoiding specifically referring to any sort of animation process as "sex" in the framework and focusing on allowing single and 3+ actors to function easily within it, rather than always just 2. I'm trying to think of it more as an "animation framework" than a "sex framework." Sex animations are still the priority however, just trying to leave room for other possibilities. It does also allow for other mods to register animations into it like you say. I spent a good 3 straight days of 10-13 hour sessions banging my head on the desk to try and come up with a way of allowing additional animations that didn't feel like I was just copy pasting from SexiS. Trying to track down a very rare bug in SexiS that leaves it in a corrupted state, requiring the mod to be removed, Skyrim reloaded and saved, and the mod reinstated. I've only seen it happen a couple of times using my Random Sex mod, so it might take some time to figure out... Can you specify what kind of corrupted state? symptoms? Symptoms - my random sex mod completely stops working. The issue centers around OnEffectStart() in SexiSMagEffScr. The first few lines are: id = akTarget.GetItemCount( SexiSStartToken ) - 1 akTarget.RemoveItem( SexiSStartToken, id + 1, true ) offActor = SexiS.GetActorOff( id ) defActor = SexiS.GetActorDef( id ) That SexiSStartToken is actually a miscellaneous item added to the target's inventory ID+1 times as a mechanism to pass the SexiS ID into the magic effect script. It seems that this is failing under rare circumstances. The logs seem to suggest that the target actor is coming in as null. Once this happens, every subsequent call seems to suffer the same issue. Edit: Just saw it again. Some log entries. Also confirmed that while the target actor is not coming in as null under these circumstances, the AddItem for SexiStartToken doesn't appear to work, and the GetItemCount returns 0 giving an ID of -1 and the array problems below. [03/31/2013 - 04:03:25PM] Error: Array index -1 is out of range (0-127) stack: [sexiSSystem (0A000D6B)].sexissystemscr.GetActorOff() - "SexiSSystemScr.psc" Line 269 [None].SexiSMagEffScr.OnEffectStart() - "SexiSMagEffScr.psc" Line 83 [03/31/2013 - 04:03:25PM] Error: Array index -1 is out of range (0-127) stack: [sexiSSystem (0A000D6B)].sexissystemscr.GetActorDef() - "SexiSSystemScr.psc" Line 273 [None].SexiSMagEffScr.OnEffectStart() - "SexiSMagEffScr.psc" Line 84 [03/31/2013 - 04:03:25PM] Error: Array index -1 is out of range (0-127) stack: [sexiSSystem (0A000D6B)].sexissystemscr.GetAnimNumber() - "SexiSSystemScr.psc" Line 277 [None].SexiSMagEffScr.OnEffectStart() - "SexiSMagEffScr.psc" Line 85 [03/31/2013 - 04:03:25PM] Error: Array index -1 is out of range (0-127) Accounting for "tokens" added to PC and NPC actors and using that to determine if sex was in progress was one of the major failings of the Minilovers and MLA mods. I tried several ways to eliminate that crutch (some of which might have worked had I known the CK better when I first went to fix that problem) and finally settled on using two spells for the sex act instead of a single spell. The first spell just checks the caster of the spell and the target for suitability while the second spell is where the actual sex act is performed. That arrangement allows for checking if the "magic effect" for the second (actual sex act) is present and thus greatly narrows the opportunity for someone to get assigned to multiple sex acts at once but even when someone manages to drop though the small window that this still leaves open there's no permanent damage in the form of excess tokens. If I added a short "lock state" I could probably completely close that window but lock states come with their own problems... How did Bethesda pair their own animations? Like for the killmove sequences, and furniture idles? They must have had some reliable way to have NPCs recognize a chair, and sit in it correctly. How do they activate those animation events? I haven't done any sort of load testing yet to know if this is optimal or not so I may very well change it as a result, but currently the way I'm handling it is I have a bunch of ReferenceAlias initialized with a script attached as sort of animation "threads." They watch for a start token to begin processing an animation on an actor, and reset themselves when the token is removed. It's still token based, but different than the way sexis is handling tokens by using them as a means to get the index of an actor array. I'm not really a fan of using spells though, don't know why, just feels dirty to me. Thinking about it now though as I type this, I got an idea for another method I may try out but am unsure of all the logistics on, so I'll probably look into it later.
Arizona_Steve Posted April 2, 2013 Posted April 2, 2013 OK, I have replaced the code that handles passing the SexiS ID to the constant effect ability script that actually runs the show. Works perfectly. I'm going to go ahead and create an updated Sexis core with all my bug fixes so far and post it up here. Edit: Added files. Feel free to update the front page after several people have validated that this is working for them. Source code file is also NMM compatible now. I have also removed any changes to SexiS from the Random Sex mod. Note: I had to run GenerateFNISForUsers to make the animations work again. I recommend anyone downloading this to do the same. SexiS Core.zip SexiS Core Script Source.zip
killercam21 Posted April 2, 2013 Posted April 2, 2013 will we ever be able to ask for sex and will it be voiced ?
esper715 Posted April 2, 2013 Posted April 2, 2013 I just want to say thank you for working on this~ *hugs all around*
Funkcikle Posted April 2, 2013 Posted April 2, 2013 I couldn't go missing from LoversLab even if I wanted to And if I did somehow manage it, the site would have bigger problems than a missing author. One thing that's very nice about SexIs is the ability it provides to register additional animations. One big mistake is the focus on sex act animations. It would be nice to have an animation playing system that can be used for playing sex acts or could be used to coordinate a square dance animation or more likely a whole dungeon full of activities aka Zaz Animation pack. With a good animation playing framework we could have a mod that could go from that square dance to a raid by bandits who would rape all the square dancers and then attach them to wheels and racks and beat them for good measure. Yeah it's a bit ridiculous as a scenario but I hope you see the utility of being able to play a series of animations involving a number of actors (not just one or two) to script really creative scenarios. I really like a number of the animations in the Zaz pack but most of what they've done has not made it into any mod yet and that's a real shame. I have no idea of what your intended framework will provide but I hope it will allow the building of scenarios and will support larger groups instead of being focused too narrowly on just playing sex animations in sequence. We'll know we've got it right when the Oblivion people start asking when they can get a wonderful system like Skyrim has instead of the other way around. This is pretty much the plan. I'm avoiding specifically referring to any sort of animation process as "sex" in the framework and focusing on allowing single and 3+ actors to function easily within it, rather than always just 2. I'm trying to think of it more as an "animation framework" than a "sex framework." Sex animations are still the priority however, just trying to leave room for other possibilities. It does also allow for other mods to register animations into it like you say. I spent a good 3 straight days of 10-13 hour sessions banging my head on the desk to try and come up with a way of allowing additional animations that didn't feel like I was just copy pasting from SexiS. Trying to track down a very rare bug in SexiS that leaves it in a corrupted state, requiring the mod to be removed, Skyrim reloaded and saved, and the mod reinstated. I've only seen it happen a couple of times using my Random Sex mod, so it might take some time to figure out... Can you specify what kind of corrupted state? symptoms? Symptoms - my random sex mod completely stops working. The issue centers around OnEffectStart() in SexiSMagEffScr. The first few lines are: id = akTarget.GetItemCount( SexiSStartToken ) - 1 akTarget.RemoveItem( SexiSStartToken, id + 1, true ) offActor = SexiS.GetActorOff( id ) defActor = SexiS.GetActorDef( id ) That SexiSStartToken is actually a miscellaneous item added to the target's inventory ID+1 times as a mechanism to pass the SexiS ID into the magic effect script. It seems that this is failing under rare circumstances. The logs seem to suggest that the target actor is coming in as null. Once this happens, every subsequent call seems to suffer the same issue. Edit: Just saw it again. Some log entries. Also confirmed that while the target actor is not coming in as null under these circumstances, the AddItem for SexiStartToken doesn't appear to work, and the GetItemCount returns 0 giving an ID of -1 and the array problems below. [03/31/2013 - 04:03:25PM] Error: Array index -1 is out of range (0-127) stack: [sexiSSystem (0A000D6B)].sexissystemscr.GetActorOff() - "SexiSSystemScr.psc" Line 269 [None].SexiSMagEffScr.OnEffectStart() - "SexiSMagEffScr.psc" Line 83 [03/31/2013 - 04:03:25PM] Error: Array index -1 is out of range (0-127) stack: [sexiSSystem (0A000D6B)].sexissystemscr.GetActorDef() - "SexiSSystemScr.psc" Line 273 [None].SexiSMagEffScr.OnEffectStart() - "SexiSMagEffScr.psc" Line 84 [03/31/2013 - 04:03:25PM] Error: Array index -1 is out of range (0-127) stack: [sexiSSystem (0A000D6B)].sexissystemscr.GetAnimNumber() - "SexiSSystemScr.psc" Line 277 [None].SexiSMagEffScr.OnEffectStart() - "SexiSMagEffScr.psc" Line 85 [03/31/2013 - 04:03:25PM] Error: Array index -1 is out of range (0-127) Accounting for "tokens" added to PC and NPC actors and using that to determine if sex was in progress was one of the major failings of the Minilovers and MLA mods. I tried several ways to eliminate that crutch (some of which might have worked had I known the CK better when I first went to fix that problem) and finally settled on using two spells for the sex act instead of a single spell. The first spell just checks the caster of the spell and the target for suitability while the second spell is where the actual sex act is performed. That arrangement allows for checking if the "magic effect" for the second (actual sex act) is present and thus greatly narrows the opportunity for someone to get assigned to multiple sex acts at once but even when someone manages to drop though the small window that this still leaves open there's no permanent damage in the form of excess tokens. If I added a short "lock state" I could probably completely close that window but lock states come with their own problems... How did Bethesda pair their own animations? Like for the killmove sequences, and furniture idles? They must have had some reliable way to have NPCs recognize a chair, and sit in it correctly. How do they activate those animation events? I haven't done any sort of load testing yet to know if this is optimal or not so I may very well change it as a result, but currently the way I'm handling it is I have a bunch of ReferenceAlias initialized with a script attached as sort of animation "threads." They watch for a start token to begin processing an animation on an actor, and reset themselves when the token is removed. It's still token based, but different than the way sexis is handling tokens by using them as a means to get the index of an actor array. I'm not really a fan of using spells though, don't know why, just feels dirty to me. Thinking about it now though as I type this, I got an idea for another method I may try out but am unsure of all the logistics on, so I'll probably look into it later. Do you think it might be possible to create a framework capable of handling hundreds of different animation events ? , such as might be required to give the appearance that a large battle was taking place ? ( like, with the npc ai turned off and just having them run through animations )
Ashal Posted April 2, 2013 Posted April 2, 2013 Do you think it might be possible to create a framework capable of handling hundreds of different animation events ? , such as might be required to give the appearance that a large battle was taking place ? ( like, with the npc ai turned off and just having them run through animations ) Probably, though either way I'd say it's wildly impractical due to the amount of animation work and resource handling that would have to be going on. Something like that is much much better suited to just using staged ai controlled events.
Funkcikle Posted April 2, 2013 Posted April 2, 2013 fair enough, sorry , that was a bit of a derail wasn't it. Poasting b4 thinkin ftw!
chukkyjr Posted April 2, 2013 Posted April 2, 2013 what to do if the mod says skyrim is outdated? (i run 1.9, but the mod asks 1.8 lol) untick the esp and esm or just let it be? EDIT : nvm, i just let it be and still works fine, annoying when doing a quick load though and also seems like none of the mods works well with replaced npc, but still a great job!
deadlight13 Posted April 2, 2013 Posted April 2, 2013 Sorry for troubling you but A slight issue popped up recently with my game Now I have a "lag" with sexis, when I cast the cupid heart it takes a few seconds to take effect, same for arrow, and after choosing both actors (my pc included), it takes some time for the scene to trigger, I can walk fully clothed for like 20 meters before getting stripped and the scene starting. And after the scene starts the same thing with the controls, using "5" or "6" takes a few seconds for the animation to change, same with the rest of the controls. Reverting to an older save completely fixes it Removing the most recent of mods doesn't fix it, though they weren't conflicting to begin with, I think....probably... and normal magic casting works fine without any delays.
latnorboco Posted April 2, 2013 Posted April 2, 2013 First of all: I want to thank you for this amazing mod. Second: Same problem as chukkyjr: Small trouble after updating the new SexIs-Core-Files (1st April) Skyrim comes up with an ERROR: "You are using an old verion of Skyrim ... Update to 1.8.151.0 or higher ..." But I'm using 1.8.151.0.7 with SKSE 1.6.6 rel 34. Used GenerateFNSForUsers too. Litte problem, because SexIs is nevertheless working without problems.
gaikerx Posted April 2, 2013 Posted April 2, 2013 Oh god, everything is great This mod lacks only the key to move NPC up and down during sex for my little girl companions
Airock Posted April 2, 2013 Posted April 2, 2013 Do you think it might be possible to create a framework capable of handling hundreds of different animation events ? , such as might be required to give the appearance that a large battle was taking place ? ( like, with the npc ai turned off and just having them run through animations ) Probably, though either way I'd say it's wildly impractical due to the amount of animation work and resource handling that would have to be going on. Something like that is much much better suited to just using staged ai controlled events. I'm thinking maybe if you wanted to have an animation scene where like a guard in a dungeon is set to walk to the prison cells of females and rapes them. Using staged ai you could probably add this to his daily schedule right? I mean, you wont have transition animations from standing to screwing that look realistic, but it wouldn't look too bad. But would you be able to have them activate the sex idles without the player's input? (like how the wood chopping and sweeping animations activate) I think this would add sex to skyrim in a very "radiant ai" way and make all kinds of hilarious un-planned and unscripted scenes. Lol. Can you imagine? Sneaking in a cave and comming across 2 vampires screwing. Or a housewife masturbating when shes home alone XD
Ashal Posted April 2, 2013 Posted April 2, 2013 I mean, you wont have transition animations from standing to screwing that look realistic, but it wouldn't look too bad.One idea I'm toying with it maybe letting the start of an animation force the actors to walk towards each each other and get close before starting the animation, rather than instantly warping them ontop of eachother halfway across the room like SexiS occasionaly seems to do. But would you be able to have them activate the sex idles without the player's input? (like how the wood chopping and sweeping animations activate) I think this would add sex to skyrim in a very "radiant ai" way and make all kinds of hilarious un-planned and unscripted scenes. Lol. Can you imagine? Sneaking in a cave and comming across 2 vampires screwing. Or a housewife masturbating when shes home alone XD It's absolutely possible to start sex animations without player involvement. It's just a function call, so any mod attached to any framework mod could do it if scripted properly. Wouldn't be that hard either. I'd like to see a more casual random sex mod, it seems like most if not all of the current ones focus on random rape chance rather than random normal sex happening around.
WaxenFigure Posted April 2, 2013 Posted April 2, 2013 will we ever be able to ask for sex and will it be voiced ?Have you looked at the "Lover's Comfort" add-on Mod?
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