ylenard Posted September 19, 2013 Posted September 19, 2013 Hi,  Recently I started working on a mod idea of mine, created several scenes and dialogues, and currently I am trying to make the actors get down to buisness, but apparently they don't want to:P  I assign actors correctly, but  SexLab.GetAnimationsByType(2, 1, 1, aggressive = false, sexual = true) returns no animations. SexLab.StartSex(sexActors, anims) returns 0, but no animation starts.  I can start animations without problem using other mods.  Here is a sample piece of a script(it compiles and has a SexLab property assigned correctly. It's an End script of an info): actor[] sexActors = new actor[2]  sexActors[0] = akSpeaker sexActors[1] = Game.GetPlayer()  sslBaseAnimation[] anims = SexLab.GetAnimationsByType(2, 1, 1, aggressive = false, sexual = true)  Debug.MessageBox("animations: "+anims.Length)  int i = SexLab.StartSex(sexActors, anims)  Debug.MessageBox(" actor 1: "+akSpeaker.GetLeveledActorBase().GetName()+" actor 2: "+Game.GetPlayer().GetLeveledActorBase().GetName()+" SexLab Animation code to start: "+i)
Ashal Posted September 19, 2013 Posted September 19, 2013 SexLab.GetAnimationsByType(2, 1, 1, aggressive = false, sexual = true) returns no animations. Getting by type tends to be picky, especially when you are overly verbose with it like you are being. But more importantly calling it all in your example is fairly pointless. You are for all intents and purposes, trying to select the most "generic" of animations, something SexLab will do on it's own in a more proper fashion if you don't pass it any animations at all. Â When using StartSex() though, you have to define the animations argument, this is a limitation of papyrus, so doing this: Â sexActors[0] = akSpeaker sexActors[1] = Game.GetPlayer() sslBaseAnimation[] anims int i = SexLab.StartSex(sexActors, anims) Will accomplish virtually the same thing, while leaving proper animation selection to SexLab. Â Â In either case, check your debug log. SexLab will always print a specific error to the debug log if an animation thread fails to start.
ylenard Posted September 19, 2013 Author Posted September 19, 2013 Thank you for the answer.  I did try passing empty animation array before, and the animations did not start.  I found this in my logs:   ERROR: Cannot call StartSex() on a None object, aborting function call  along with this right after initilization.   warning: Property ThreadKey on script sexlabframework attached to SexLabSystem (09000D62) cannot be initialized because the script no longer contains that property  So I guess SexLab property of my script is empty despite the fact that the script source contains  SexLabFramework Property SexLab  Auto  and everything compiles.
Ashal Posted September 20, 2013 Posted September 20, 2013 you have to set the property as well, just writing SexLabFramework Property SexLab Auto isn't enough, it must be pointed at something in the creation kit too.
ylenard Posted September 20, 2013 Author Posted September 20, 2013 Thank you! I knew I must have missed something trivial! Everything works now.
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