C-Snap Posted November 15, 2022 Posted November 15, 2022 On 11/13/2022 at 11:05 PM, LongDukDong said: Afraid not. Encounters does random checks on NPCs and determines if their 'packages' suggest if they are in the same area (aka an encounter) and performs a series of checks (do you allow Male/Male or Female Female as examples), and then rolls the dice. It handles the encounters by packages in existence... so enslaving Hathathil with LST doesn't change her package and it would still suggest she's bonking Elilroth (or whatever his name may be. Now insofar as catching them in the act... That'd be Lovers Bed. BUT if you catch them and get too close, they STOP suddenly and hilariously (wow... ragdoll there). Got it, thank you
TackG Posted February 29, 2024 Posted February 29, 2024 (edited) Hi, fellas, after getting the HUD info that two NPCs were boning each other, the male NPC from that boning interaction would get this missing name item and theres 140k plus of it, im concerned this might screw the save file or something. I've tested out which NPC's would get this missing name apparel, and male NPC's from the HUD info would only get this. Thanks fellas it comes out as "<Missing Name>" -148k Edited February 29, 2024 by TackG
LongDukDong Posted March 6, 2024 Author Posted March 6, 2024 (edited) Sorry. Didn't get back to you as I should have. Didn't notice. The way LoversEncounter works (ever since the original), is that it uses "Recuperation Tokens" to track the last time someone got laid. These tokens were meant to be hidden (and I forgot to hide them). When Subject M (the primary instigator) has sex with their target, LoversEncounter checks to see how much time ha passed. The time is calculated in gametime minutes (either Oblivion or TamagoClub system). Once the time has been calculated, Subject M is given the Recuperation tokens. This isn't cumulative. That is, he isn't given X 'more' tokens based on the time set. It instead removes all previous Recuperation Tokens carried, and then re-applies a new set equal to the time passed. So the tokens is a full calculation to how much time has spent up to the point that Subject M had JUST gotten laid. When the system operates and finds that Subject M may have been selected to 'once again' get laid, it tries to calculate if enough time has passed. It takes a look at how many Recuperation tokens are being carried and adds the defined "RecuperationTime" in the LoversEncounter.Ini file to calculate this necessary delay. Ergo, if 200 tokens are carried and the delay is set to 10... his necessary delay time ends at 210 gametime minutes. After the calculation has been made, the system then looks to see how much time has ACTUALLY passed. If the number of minutes has not been reached (Subject M hasn't waited long enough), then the system kicks him to the side... and he won't get laid again... yet. For example, if the calculated time was indeed 210 gametime minutes, but the system says only 205 minutes have passed... he gets the boot. But if he passes, then sex again proceeds. The number of tokens in Subject M's inventory changes to match the CURRENT time in minutes, and it starts all over ♦ ♦ ♦ Now don't worry about the quantity carried. The quantity of tokens in the menu merely reflects a number and does NOT reapply reference after reference after reference to bog down the system. And you will find that a lot of mods use tokens in such a manner to perform various actions or decisions. I am currently overlooking LoversEncounter to see what content may be added or corrected. Such an example would be the general remark that NPC-X and NPC-Y may have a child that way... It would not work so well if both the same sex. And if any were curious as to the 'trigger' for who gets busy with whom... it is based on the initial AI packages that define how characters move about in-game. And by Initial, I mean how they were created at game start. I had to put in a little "LoversSlaveTrader" detection to ensure 'slaves' get exempt. AI Package Trigger Example: Mahei has in his AI, the MaheiWanderNearNumeen 'wander' package. It targets "Numeen" as a reference target. As such, he is one that would get busy with Numeen. Edited March 6, 2024 by LongDukDong 1
TackG Posted March 8, 2024 Posted March 8, 2024 Thats a relief, i thought my save might die one day, thanks a plenty Duk!
LongDukDong Posted March 8, 2024 Author Posted March 8, 2024 If interested, look at General Discussion for my level of Encounters Mayhem!
LongDukDong Posted March 14, 2024 Author Posted March 14, 2024 UPDATED to V 1.30 New features have been added, and a whole new .INI file to enjoy. The traditional LoversEncounter.Ini file now has two new options. The first option is the Gossip Speed option, allowing you to increase or decrease the duration of the messages on-screen. And the second option, is the Guards option, allowing you to permit guards to be included with the rumours as usual or to prevent them from appearing. But this system now includes the new LoversEncounterList.Ini file. This file contains (as of now) 125 rumours, admittedly some are duplicates for certain NPC scenarios. As an external file, it is now possible to add more rumour as desired and according to one's personal taste. And as LoversEncounter has always done, both INI file reload each time you load/reload your game. As always, the rumours can be based on whether sex is consentual or rape, if creatures are involved and whether the subjects are indoors or outdoors. And as before,those using TamagoClub may find NPCs getting reproductively compromised (the system originally being dependent upon TamagoClub). However, the system can now support delivering dialogue indicating a subject being pregnant and even the lovers' marital states. Indeed, you can supply dialogue just for those cheating on their husband or wife. For this, a marital status check was added, based loosely upon the collection of NPCs listed within the old AdultPlayPlus module, adding additional couples overlooked. At some time later, a secondary option for marriage detection may be added. And now, the rumours may be tailored to recognize female creatures as well as the assumption of male creatures. Some may not realize, but TamagoClub had always generated 'womb' objects for creatures on a split 50/50 basis. As such, even LoversCreatures 2.0 animals had a 50/50 chance of bearing spawn despite their generalized single-gender slant. As for this, LoversEncounter now has support for both LoversCreatures and LoversCreatures 2.5+ rumours. And if one thinks they crafted a rumour fit enough to be included, I am not unwilling to add it to the list. SPECIAL NOTE: The system does not fully require the LoversEncounterList.Ini file to be present, the mod containing 24 rumours available within. However, that list is hard-coded and fixed while the INI file has 5 times the number of rumours and may be expanded.
I Hate Computers Posted June 3, 2024 Posted June 3, 2024 Encounters seems to crash my game with 100% certainty. Any chance I could ask for a previous version and see if that works?
fejeena Posted June 3, 2024 Posted June 3, 2024 3 hours ago, I Hate Computers said: Encounters seems to crash my game with 100% certainty. Any chance I could ask for a previous version and see if that works? LoversEncounter v1.03b https://www.loverslab.com/topic/1378-loversencounter-v103b-english/ LoversEncounter v1.04 in Post from January 26, 2013 https://www.loverslab.com/topic/13377-tamagoclub-115c-hiyokoclub110a-stuff-eng/?do=findComment&comment=295651 Right load order ? Wong order , missing masterfiles = crash
I Hate Computers Posted June 3, 2024 Posted June 3, 2024 10 hours ago, fejeena said: LoversEncounter v1.03b https://www.loverslab.com/topic/1378-loversencounter-v103b-english/ LoversEncounter v1.04 in Post from January 26, 2013 https://www.loverslab.com/topic/13377-tamagoclub-115c-hiyokoclub110a-stuff-eng/?do=findComment&comment=295651 Right load order ? Wong order , missing masterfiles = crash I meant the previous version of Dukky's, 1.21 I did check the ones linked and they do not crash my game so its definitely something to do with Dukky's 1.30
LongDukDong Posted June 13, 2024 Author Posted June 13, 2024 What specifically is happening? Just saying it crashes with 100% certainty does not give me any clue as to what would be the cause. No load order is being provided, no screenshot indicating any visual inconsistencies given, no description of any symptom. The differences between 1.21 and 1.30 is the restructure of the system that determines 'what' rumours are spread. Using the same technique from HiyokoGenerator which loads the children name list, version 1.30 now includes the LoversEncounterList.Ini file which allows an expansive list of rumours to be loaded. However, the the LoversEncounterList.Ini is not a 'requirement', as the mod does have default rumours within which will be used if the outside list is missing.
I Hate Computers Posted June 17, 2024 Posted June 17, 2024 I followed the load order guide in fejeena's guide, any time I have 1.30 installed the game crashes roughly 2-3 seconds after loading a save or starting a new game. Don't really know how to take a screenshot of that.
fejeena Posted June 17, 2024 Posted June 17, 2024 The old/original versions work with the loadorder you have, so it must be a conflict with 1.3 version. Post your load order. I hope game installed not in C : / program files OBSE version ? 21 or the xOBSE versions Have you tested the 1.3 version without the ini ?
LongDukDong Posted June 18, 2024 Author Posted June 18, 2024 I am definitely curious as well. MOD ORDER is a must. And so is the OBSE version. You would not be able to even run the LAPF engine without some semblance of OBSE, so I must assume that the installation is not within the C:/Program Files folder. OF note: This still uses the a3en quest with the a3enqMain script name. After designating the new variables within the mod (which I intend to alter with a full marriage/parentage redux for size), it executes a 'test' to ensure two factors at the very least: You are running Lovers with PK v 1.3.2 or higher You are using OBSE v 19 or higher If either of these is not present, then LoversEncounter immediately generates an alert box on-screen indicating the error like so: I got the idea from other mods doing the same... Upon execution of LoversEncounter, IF you do not have the correct OBSE nor LAPF installed, this would at least be visible. Insofar are requirements, I removed all dependencies of other mods with the exception of Oblivion and Lovers with PK. So if TamagoClub is not present, the mod can still deliver rumours of NPCs having sex... even if nothing comes from it. And for the record, if using XOBSE, I think version 22.9 appears the most stable, version 22.8 nor 22.10 failing to recognize some mods scripts (as I read in Nexus Mods)... and there have been issues with updates the past year.
FyreSLL Posted June 21, 2024 Posted June 21, 2024 On 6/18/2024 at 7:40 PM, LongDukDong said: I am definitely curious as well. MOD ORDER is a must. And so is the OBSE version. You would not be able to even run the LAPF engine without some semblance of OBSE, so I must assume that the installation is not within the C:/Program Files folder. I have done some testing with trying to get Encounter to run and have come up dry. I only used the LAPF download and Encounter through MO2 and structured my ESM and ESP files according to Fejeena's load order in their link. I have crashed after the tutorial pop up to walk around every single time, I know LAPF is installed correctly (manually verified) and am using the most up to date xOBSE (github ver 22.10) and have no other mods installed (except for the OBSE plugins LAPF recommends and message logger). When viewing the crash data it appears that any form of logger I use does not grab the script causing the crash fast enough to log the cause. If you provide the files for your 1.27 version of Encounter then I can test that when I get the earliest opportunity (likely the next night). Thank you and good night.
LongDukDong Posted June 21, 2024 Author Posted June 21, 2024 (edited) On 6/18/2024 at 7:40 PM, LongDukDong said: And for the record, if using XOBSE, I think version 22.9 appears the most stable, version 22.8 nor 22.10 failing to recognize some mods scripts (as I read in Nexus Mods)... and there have been issues with updates the past year. Newest with the xOBSE does not necessarily mean best. I should have realized there was an OBSE issue. And I no longer hold version 1.27 in my repertoire. Edited June 21, 2024 by LongDukDong
I Hate Computers Posted June 21, 2024 Posted June 21, 2024 1 hour ago, LongDukDong said: Newest with the xOBSE does not necessarily mean best. The average user is never gonna know that, especially since all modern updated modlists for oblivion just tell you to grab xOBSE from the github. Anyway I did a couple short tests hitting new game and seems like going back to 22.9 fixes the CTD. And no there was no warning message or anything of the sort as I had all prereqs installed, same as what FyreSSL said.
LongDukDong Posted June 21, 2024 Author Posted June 21, 2024 OBSE DISCUSSION ALERT (NOT THE MAIN TOPIC) Yeah. I only found out about the issues with the 22.8 and 22.10 versions just a few months ago. And it doesn't look like the xOBSE page at nexus has a working BUG report page as it is all in their post replies, which seems odd. Within the 'Posts', the only apparent acknowledgement that 22.9 is the better choice without having to skim through page-after-page is that the June 15, 2023 post advertising 22.9 being released is the post stickied/locked. I have no idea what they did during development, each one having issues since 22.6. Version 22.7 had issues with editor functions not working if you're a Linux Wine user because of Stack Overflow issues, and incompatabilities with Pluggy. Issues with 22.8 was primarily CTD issues with savevgme files and duplicated MOO resources, and version 22.10 was reported having similar issues... perhaps accidentally returned code. A couple of posters announced red-flags over 22.8 and 22.9 having Trojan viruses. As you can see, I try to analyze and figure things out... not just say 'do this'. If you really want to be safe, Version 0021 OBSE at Silverlock (pre xOBSE) is the last stable OBSE at Silverlock. And xOBSE version 21.8 may be a bit older but is indeed quite safe and has much of the features later xOBSE versions contain. Ya gotta visit the xOBSE Github to get past archived versions like 21.8 right here. (>GITHUB CLICK<) HERE endeth the lesson, and discussion on xOBSE/OBSE.
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