pclp2014 Posted December 29, 2013 Posted December 29, 2013 SexLab v1.32b hotfix released, changelog is as follows: Fixed scaling bug that made characters super small / invisibleSexLab v1.32 changelog: Added: Option to disable orgasm camera shake + sounds Added: Ability to export/import configuration + animation adjustments to an external file so it can be carried over between different characters or restored later Added: Tons of new API functions for modders Removed: TFC exiting during orgasm, now only does it when animation is actually ending Fixed: player as werewolf not animating properly Fixed: Animation sticking after animation ends Fixed: Camera going into the ground awkwardly when ragdolling Fixed: Greatly reduced actor release wait time that was added in 1.31 to help with mod compatibility Fixed: SortActors() not properly sorting when more than 2 actors present Fixed: Will now first check if the closest bed is valid before resorting to random selection Fixed: Moving scene locations with the hotkey will now rescan for a nearby bed and prompt the player to use it Fixed: Other shit I don't remember Updated: packaged PapyrusUtil plugin to 1.5 Thx for fix the scaling bug. But now, my stats/sexual experience reseted
h38fh2mf Posted December 29, 2013 Posted December 29, 2013 Lol NMM is great, I was installing this and it asked if I wanted to overwrite papyrusitil.pex I click no and then it finishes installing and I wondered why it only asked about papyrusutil I have others too. I go and see it just overwrite the other files without asking. I had changes made in there !
Ashal Posted December 29, 2013 Author Posted December 29, 2013 Lol NMM is great, I was installing this and it asked if I wanted to overwrite papyrusitil.pex I click no and then it finishes installing and I wondered why it only asked about papyrusutil I have others too. I go and see it just overwrite the other files without asking. I had changes made in there ! NMM being terrible? Say it ain't so! *cough*
h38fh2mf Posted December 29, 2013 Posted December 29, 2013 Yeah but it's a new program to learn again and have to reinstall game and can't conveniently download mods with NMM anymore from nexus.
Ashal Posted December 29, 2013 Author Posted December 29, 2013 Yeah but it's a new program to learn again and have to reinstall game and can't conveniently download mods with NMM anymore from nexus. It downloads mods from nexus fine, using the download manager links. I have a heavily modded game and it only took me an afternoon of tinkering around to get everything converted over from NMM to MO.
h38fh2mf Posted December 29, 2013 Posted December 29, 2013 Hmm yeah I'm switching, I tried to import NMM from MO but it broke about quarter of the way there and said a bunch of errors. I'll just reinstall Skyrim and add mods manually.
NicoleDragoness Posted December 29, 2013 Posted December 29, 2013 AAAAAAAAAAAAAARRRRRRRRRRRRRRRGGGGGGGGGGGGGGHHHHHHHHHHHHH !!! Upgraded to 1.32b version and ALL my stats are gone!!! And I reached the rank as my Avatar's description!
Pinute Posted December 29, 2013 Posted December 29, 2013 Yeah but it's a new program to learn again and have to reinstall game and can't conveniently download mods with NMM anymore from nexus. It downloads mods from nexus fine, using the download manager links. I have a heavily modded game and it only took me an afternoon of tinkering around to get everything converted over from NMM to MO. I forget exactly where it does, but nmm archives the mods you've already downloaded somewhere on your drives. Move them to a safe place, then when you're setting up MO just tell it to use that directory as it's download directory and poof! they're all available for doubleclick install into MO. Even a day or two of time investment in learning and setting up MO will save you so many headaches.
h38fh2mf Posted December 29, 2013 Posted December 29, 2013 MO looks pretty good, I'm just installing mods one by one from the NMM mods directory. It doesn't seem to support mods that place stuff outside of Data folder though.
h38fh2mf Posted December 29, 2013 Posted December 29, 2013 AAAAAAAAAAAAAARRRRRRRRRRRRRRRGGGGGGGGGGGGGGHHHHHHHHHHHHH !!! Upgraded to 1.32b version and ALL my stats are gone!!! And I reached the rank as my Avatar's description! At least you'll have something to do
germanicus Posted December 29, 2013 Posted December 29, 2013 AAAAAAAAAAAAAARRRRRRRRRRRRRRRGGGGGGGGGGGGGGHHHHHHHHHHHHH !!! Upgraded to 1.32b version and ALL my stats are gone!!! And I reached the rank as my Avatar's description! Lol ND. Sorry for laughing. It isn't in bad sense. Just sympathizing with you. That happened to my queen too. But that's a game living. I guess.
h38fh2mf Posted December 29, 2013 Posted December 29, 2013 You could probably change the amount somehow though so you could set it back to what you had or approximately if you don't remember.
TMPhoenix Posted December 29, 2013 Posted December 29, 2013 Hey Ashal, the new update can in some cases cause issues with characters not properly aligning and throwing your "in wrong state" error messages. The problem is that the failsafe in sslThreadController.ActorAction(...) is not taking into account the potential delay of characters unequipping items while wearing a lot of separate parts. Also the ActorWait construction in that function is introducing an unnecessary double loop that repeatedly checks actorslots it has already checked. I tested with a modified wait function that rolled your inner and outer loops into one: bool function ActorWait2(string waitfor, float failsafe) int i = 0 while i < ActorCount if ActorAlias[i].GetState() != waitfor Utility.Wait(0.50) ; increased wait time a little bit to prevent a lot of unnecessary looping - in most situations the user will never notice anyway else i += 1 endIf if (failsafe < Utility.GetCurrentRealTime()) return true endif endWhile return true endFunction Using this and increasing the failsafe time a little bit to account for the undress animation fixed my problem. Also note that similar code seems to exist in sslThreadModel.Changeactors.
manguz Posted December 29, 2013 Posted December 29, 2013 You could probably change the amount somehow though so you could set it back to what you had or approximately if you don't remember. where are the values stored? in which file they go? Can we tweak them to reimport later? Thanks
h38fh2mf Posted December 29, 2013 Posted December 29, 2013 No you tweak them in game using a script. Changing save file is probably not a good idea.
NicoleDragoness Posted December 29, 2013 Posted December 29, 2013 Hey Ashal, the new update can in some cases cause issues with characters not properly aligning and throwing your "in wrong state" error messages. The problem is that the failsafe in sslThreadController.ActorAction(...) is not taking into account the potential delay of characters unequipping items while wearing a lot of separate parts. Also the ActorWait construction in that function is introducing an unnecessary double loop that repeatedly checks actorslots it has already checked. I tested with a modified wait function that rolled your inner and outer loops into one: bool function ActorWait2(string waitfor, float failsafe) int i = 0 while i < ActorCount if ActorAlias[i].GetState() != waitfor Utility.Wait(0.50) ; increased wait time a little bit to prevent a lot of unnecessary looping - in most situations the user will never notice anyway else i += 1 endIf if (failsafe < Utility.GetCurrentRealTime()) return true endif endWhile return true endFunction Using this and increasing the failsafe time a little bit to account for the undress animation fixed my problem. Also note that similar code seems to exist in sslThreadModel.Changeactors. Maybe this explain why, this 1.32b version, my papyrus log bloated up more than 1.5 Mb instead of normal 100 Kb.
TMPhoenix Posted December 29, 2013 Posted December 29, 2013 Hey Ashal, the new update can in some cases cause issues with characters not properly aligning and throwing your "in wrong state" error messages. The problem is that the failsafe in sslThreadController.ActorAction(...) is not taking into account the potential delay of characters unequipping items while wearing a lot of separate parts. Also the ActorWait construction in that function is introducing an unnecessary double loop that repeatedly checks actorslots it has already checked. I tested with a modified wait function that rolled your inner and outer loops into one: bool function ActorWait2(string waitfor, float failsafe) int i = 0 while i < ActorCount if ActorAlias[i].GetState() != waitfor Utility.Wait(0.50) ; increased wait time a little bit to prevent a lot of unnecessary looping - in most situations the user will never notice anyway else i += 1 endIf if (failsafe < Utility.GetCurrentRealTime()) return true endif endWhile return true endFunction Using this and increasing the failsafe time a little bit to account for the undress animation fixed my problem. Also note that similar code seems to exist in sslThreadModel.Changeactors. Maybe this explain why, this 1.32b version, my papyrus log bloated up more than 1.5 Mb instead of normal 100 Kb. Could very well be the case. As a temporary measure you could try disabling the undress animation if it is enabled.
h38fh2mf Posted December 29, 2013 Posted December 29, 2013 Wait a second I looked at how you export import settings and something is weird, when you import animation from file you then delete the data in the file. Why do this?
Ashal Posted December 29, 2013 Author Posted December 29, 2013 Hey Ashal, the new update can in some cases cause issues with characters not properly aligning and throwing your "in wrong state" error messages. The problem is that the failsafe in sslThreadController.ActorAction(...) is not taking into account the potential delay of characters unequipping items while wearing a lot of separate parts. Also the ActorWait construction in that function is introducing an unnecessary double loop that repeatedly checks actorslots it has already checked. I tested with a modified wait function that rolled your inner and outer loops into one: bool function ActorWait2(string waitfor, float failsafe) int i = 0 while i < ActorCount if ActorAlias[i].GetState() != waitfor Utility.Wait(0.50) ; increased wait time a little bit to prevent a lot of unnecessary looping - in most situations the user will never notice anyway else i += 1 endIf if (failsafe < Utility.GetCurrentRealTime()) return true endif endWhile return true endFunction Using this and increasing the failsafe time a little bit to account for the undress animation fixed my problem. Also note that similar code seems to exist in sslThreadModel.Changeactors. Your modified waittime loop does absolutely nothing. If an actor has an item in every single slot and every single slot needs to be stippled, which is not only insanely unlikely, but likely idiotic on the users part, it would take a 6.902 seconds seconds to complete at max, out of 15 seconds with the current wait loop failsafe, this is more than enough time to account to script lag and then some. And mind you that's only if the Undress animation is enabled, which isn't by default, with it disabled the time it takes to strip 33 slots is exponentially faster. It also does a lot of unnecessary checks. The point of the current wait loop is that if any is false than all are false as a byproduct, yours needlessly checks all loops regardless if it's already found a false or not. ChangeActors() does nothing of the sort, it waits a maximum of 20 seconds for a state change to go from "" to "Ready" nothing more and absolutely nothing less. Absolutely nothing else is necessary, and that in itself is likely excessive caution. By all accounts that's more time than it is given to do the exact same thing via AddActor() on a normal thread.
Ashal Posted December 29, 2013 Author Posted December 29, 2013 Wait a second I looked at how you export import settings and something is weird, when you import animation from file you then delete the data in the file. Why do this? What's weird about that? Once it's imported it's useless and can be deleted. Amy further need for it's use can be exported again.
h38fh2mf Posted December 29, 2013 Posted December 29, 2013 Well I mean, I just want to export once and then every time I create a new character I just click import to get the settings, no need to export again. Right now the data could even be lost if I say export, then import on another character then delete all saves and now there is no data anymore. It does no harm to have it in the file forever.
Ashal Posted December 29, 2013 Author Posted December 29, 2013 Well I mean, I just want to export once and then every time I create a new character I just click import to get the settings, no need to export again. Right now the data could even be lost if I say export, then import on another character then delete all saves and now there is no data anymore. It does no harm to have it in the file forever. So click export again after importing. I'd argue people with more than 1 character to export to is insanely rare as is, so it's more or less a non-issue. And for those people clicking export again after, clicking import to re save the settings is a trivial matter. I'd rather the smaller less potentially corrupted save file than the larger save file just to save myself the trouble of clicking export again.
TMPhoenix Posted December 29, 2013 Posted December 29, 2013 I know what the loops do. My wait loop merges your loop in ActorAction with the one in ActorWait. (It also needlessly returns a bool, but hey it was a quick hack). I just called it in ActorAction instead of the wait loop. I also stretched the failsafe up to 60 seconds (hey it's a failsafe and the wait doesn't take that long anyway). The double loop isn't strictly wrong, it's just costly. Which means Skyrim will have to spend a little more time running the double loop instead of actually performing the state change your waiting for. That's also why I increased the wait time to 0.5 seconds. That way Skyrim will have more time during the wait to do what you are waiting for. I just did a quick count and it takes considerably more than 7 seconds to go from selecting the dialogue option that starts the process to the fully undressed state. This has little to do with script lag, just having a character with boots, gauntlets, ring, amulet, armor, backback, cloak, weapons and a circlet and a decorative dagger triggers the undress anim a number of times. And while it seems to stay under the 15 second failsafe, it still breaks.
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