Ashal Posted May 2, 2014 Posted May 2, 2014 If by "out of the blue" you mean well discussed and mentioned for almost 2 months of public alpha/beta testing preceding the update. Most the mods that were really affected were mods doing something not intended for typical API usage, such as linking to the SexLab's MCM menu like DD did, or directly to library scripts instead of accessing through the intended SexLabFramework API frontend script. To be fair, many much more standard API functions that DD used prior to 1.5 were either renamed, altered, or removed: The expression library was refactored entirely (DD Does admittedly use that in a nonstandard way, in order to apply proper gag behavior), the ChangeActors function was omitted (And later reintroduced in 1.51), the routine to register new animations was reworked, etc. On that note, the 1.55 feature for registering temporary animations sounds quite useful to DD, as you suggested . Many existing functions also had behavioral changes (SetAnimations, for instance, now requires a SetAnimation() call after to apply the changes to an existing thread). Arguments for existing functions were renamed (Quick became quickly, and so forth). The old "RandomByTag" from the expression library was removed (Though has been readded in the proper API), many of the voice object functions changed (PlayHot, PlayMild, etc were all consolidated), etc, etc. DD's incompatibilities with the new update were quite a bit more than the direct reference to sexlab's mcm menu (Which I had figured was probably going to remain a constant between releases), and damned if I can find up to date documentation anywhere detailing these changes. This post isn't meant to be inflammatory at all: I'm quite appreciative of the work you put it to the Sexlab Framework, and I understand the need for breaking changes. Obviously, I should have been monitoring the git build as well, though I haven't had much time to spend here lately. ChangeActors and RandomByTag were simply bugs, not intentional changes/omissions, and I wasn't aware of any mods using expressions in any way on an API level, considering they've always been buggy and it was a relatively minor thing for mods to tap into, there was even talks beforehand of removing them entirely in 1.50, so I figured those safe to alter with reckless abandon. API functions that were changed or altered were all changed or altered on the library level, which is why I generally don't recommend people link to the libraries themselves and instead use the SexLabFramework.psc accessors, as those are typically altered to match the altered library function without also altering it's argument structure (which is what breaks backwards) Such as the old GetAnimationsByTags() being adapted to it's replaced counterpart. Functions changing argument names shouldn't matter unless specifically naming optional arguments, should be rare, with the exception that StartSex()/QuickStart() ended up renaming Victim to VictimRef, which was subsequently reverted in an update, but EndAnimation() most of all has only the one argument, I wouldn't expect somebody to be doing EndAnimation(quick = true) since there is no reason to specifically name the variable in it's case, EndAnimation(true) is all that's needed. The only way to stop an existing save from binding the wrong properties or scripts to a quest is to reset the quest or remove it, so a lot of quests were removed and recreated, the SexLabFramework.psc accessors are all adaptaed internally, but there is nothing realistically ideal I can do about preserving functionality for mods directly linking to them, which is again why I don't recommend it. The MCM script was never intended to be linked to, as I wanted it to be separate as possible from SexLab itself in order to remove the requirement that mods using the framework would also have to download the SkyUI SDK to be able to compile. However I didn't anticipate mods actually using it to check sexlab's version, which is why the versioning functions were moved to SexLabUtil with 1.50+. The animation registrering being reworked was more or less a necessity, sometimes things have to be broken to improve. With the long alpha/beta process that came before the release, I was anticipating modders using that lead up time to prepare an update or ask questions of what needed to be done to make it compatible. Unfortunately it seems none did, likely a failure on my part to make it more known to some modders. I don't intend this to come off as whiny or accusatory if it seems that way I apologize, nor do I intend to discourage using the framework outside of what I consider to be the API norms, if you can do something unique by bypassing it than more power to you, though it shouldn't come as a surprise that things may break eventually when doing so. I am admittedly however, somewhat irate over how much seemingly wasted effort I put into doing the public alpha/beta test to make these issues known ahead of time, only to have everybody panic and yell about everything being on fire afterward.
tkh1600 Posted May 2, 2014 Posted May 2, 2014 min since u working on the new version can i make a suggestion about new update 1. can u move the quest book to somewhere for example a chest next to orc. because college of winterhold is too less people and don't give me feeling is a college at all and i really love immersive college of winterhold with winterhold college improved but somehow that bookself has problem to access it. 2. about Master Zed quest can he limited location in skyrim only? if u have other dlc or land it always send me to solstheim warmstooth or falskaar. it kind bad idea for that happen because all 3 land need certain quest to active it. for example main quest or side quest won't start at lv 10. if i use alternate start live another life and start a new character. if i don't want to be dragonborn and went to college of winterhold start the quest. chance for Master Zed send me to solstheim and warmstooth is kiind random and i don't start main quest line there will be chance i got stuck forever because there is few ruin require certain npc to open the door. can u put that into consider?
Slorm Posted May 2, 2014 Posted May 2, 2014 2. about Master Zed quest can he limited location in skyrim only? if u have other dlc or land it always send me to solstheim warmstooth or falskaar. This is a problem if you have a low level character but I think when this question has been asked before the answers was that it cannot be done. There is a workaround however. The three locations are randomly chosen when you start the quest, so keep a save just before you take the book and keep reloading and restarting the quest until all three locations are in Skyrim. It can take a number of attempts but sooner or later all three locations will be in Skyrim only
dark_sjoerd Posted May 2, 2014 Posted May 2, 2014 a lot of times i get a error, this what it says: an error ha ocurred whit your instalation devius devices. please chek the log for more information. errortext: failed to find any valid animations, aborting. i already re instald DD and i cant find the log to chek the broblem, can someone help plz
xiaomiza Posted May 2, 2014 Posted May 2, 2014 a lot of times i get a error, this what it says: an error ha ocurred whit your instalation devius devices. please chek the log for more information. errortext: failed to find any valid animations, aborting. i already re instald DD and i cant find the log to chek the broblem, can someone help plz Please use the SexLab 1.39b.
dark_sjoerd Posted May 2, 2014 Posted May 2, 2014 a lot of times i get a error, this what it says: an error ha ocurred whit your instalation devius devices. please chek the log for more information. errortext: failed to find any valid animations, aborting. i already re instald DD and i cant find the log to chek the broblem, can someone help plz Please use the SexLab 1.39b. can you put a link up for me i could not find it
tkh1600 Posted May 2, 2014 Posted May 2, 2014 2. about Master Zed quest can he limited location in skyrim only? if u have other dlc or land it always send me to solstheim warmstooth or falskaar. This is a problem if you have a low level character but I think when this question has been asked before the answers was that it cannot be done. There is a workaround however. The three locations are randomly chosen when you start the quest, so keep a save just before you take the book and keep reloading and restarting the quest until all three locations are in Skyrim. It can take a number of attempts but sooner or later all three locations will be in Skyrim only that is good idea too bad my new game is using new sexlab now maybe next time i start over i give a try
Min Posted May 2, 2014 Author Posted May 2, 2014 To be fair, many much more standard API functions that DD used prior to 1.5 were either renamed, altered, or removed: The expression library was refactored entirely (DD Does admittedly use that in a nonstandard way, in order to apply proper gag behavior), the ChangeActors function was omitted (And later reintroduced in 1.51), the routine to register new animations was reworked, etc. On that note, the 1.55 feature for registering temporary animations sounds quite useful to DD, as you suggested . Many existing functions also had behavioral changes (SetAnimations, for instance, now requires a SetAnimation() call after to apply the changes to an existing thread). Arguments for existing functions were renamed (Quick became quickly, and so forth). The old "RandomByTag" from the expression library was removed (Though has been readded in the proper API), many of the voice object functions changed (PlayHot, PlayMild, etc were all consolidated), etc, etc. DD's incompatibilities with the new update were quite a bit more than the direct reference to sexlab's mcm menu (Which I had figured was probably going to remain a constant between releases), and damned if I can find up to date documentation anywhere detailing these changes. This post isn't meant to be inflammatory at all: I'm quite appreciative of the work you put it to the Sexlab Framework, and I understand the need for breaking changes. Obviously, I should have been monitoring the git build as well, though I haven't had much time to spend here lately. ChangeActors and RandomByTag were simply bugs, not intentional changes/omissions, and I wasn't aware of any mods using expressions in any way on an API level, considering they've always been buggy and it was a relatively minor thing for mods to tap into, there was even talks beforehand of removing them entirely in 1.50, so I figured those safe to alter with reckless abandon. API functions that were changed or altered were all changed or altered on the library level, which is why I generally don't recommend people link to the libraries themselves and instead use the SexLabFramework.psc accessors, as those are typically altered to match the altered library function without also altering it's argument structure (which is what breaks backwards) Such as the old GetAnimationsByTags() being adapted to it's replaced counterpart. Functions changing argument names shouldn't matter unless specifically naming optional arguments, should be rare, with the exception that StartSex()/QuickStart() ended up renaming Victim to VictimRef, which was subsequently reverted in an update, but EndAnimation() most of all has only the one argument, I wouldn't expect somebody to be doing EndAnimation(quick = true) since there is no reason to specifically name the variable in it's case, EndAnimation(true) is all that's needed. The only way to stop an existing save from binding the wrong properties or scripts to a quest is to reset the quest or remove it, so a lot of quests were removed and recreated, the SexLabFramework.psc accessors are all adaptaed internally, but there is nothing realistically ideal I can do about preserving functionality for mods directly linking to them, which is again why I don't recommend it. The MCM script was never intended to be linked to, as I wanted it to be separate as possible from SexLab itself in order to remove the requirement that mods using the framework would also have to download the SkyUI SDK to be able to compile. However I didn't anticipate mods actually using it to check sexlab's version, which is why the versioning functions were moved to SexLabUtil with 1.50+. The animation registrering being reworked was more or less a necessity, sometimes things have to be broken to improve. With the long alpha/beta process that came before the release, I was anticipating modders using that lead up time to prepare an update or ask questions of what needed to be done to make it compatible. Unfortunately it seems none did, likely a failure on my part to make it more known to some modders. I don't intend this to come off as whiny or accusatory if it seems that way I apologize, nor do I intend to discourage using the framework outside of what I consider to be the API norms, if you can do something unique by bypassing it than more power to you, though it shouldn't come as a surprise that things may break eventually when doing so. I am admittedly however, somewhat irate over how much seemingly wasted effort I put into doing the public alpha/beta test to make these issues known ahead of time, only to have everybody panic and yell about everything being on fire afterward. DD uses the expressions library for a number of scenes (Vibrations, in particular, benefit quite a bit from your expression library). Haven't seen many bugs with it. I do use the framework functions where possible, though library functions are very often required to produce effects beyond what is possible otherwise. In the case of EndAnimation specifically, the argument name was added to improve readability: EndAnimation(true) tells me at a glance less than EndAnimation(quick=true) The mcm quest change completely makes sense: It's good that it is moved to SexlabUtil, and that the mcm menu is no longer the most reliable way of grabbing the version. Again, I totally understand the need for breaking changes: Honestly, I wasn't aware of the change prior to 1.5's launch date, though that's admittedly somewhat my fault for not keeping up with the git repo, due to time constraints. The main issue that I had with this update, was that I had to read Sexlab's source / use trial & error to figure out what behavioral changes had ocurred, as the "What's new" section of the wiki hasn't been updated in a long time (Most of the documentation that I could find is either out of date, or does not exist).
zenetx Posted May 2, 2014 Posted May 2, 2014 Guys, I think I speak for everyone when I say that we all appreciate the great work that all modders do. I can not even imagine how many thousands of people use mods like Sexlab and DD Integration. So I'd just like to say thank you very much for all the free time that you spent to devote creating these great mods.
JahReit Posted May 2, 2014 Posted May 2, 2014 Guys, I think I speak for everyone when I say that we all appreciate the great work that all modders do. I can not even imagine how many thousands of people use mods like Sexlab and DD Integration. So I'd just like to say thank you very much for all the free time that you spent to devote creating these great mods. I agree wholeheartedly. In addition, I wonder how many players are like me; wouldn't be playing skyrim if not for the player mods. Thanks for all your hard work.
SlutForBeastCock Posted May 2, 2014 Posted May 2, 2014 Guys, I think I speak for everyone when I say that we all appreciate the great work that all modders do. I can not even imagine how many thousands of people use mods like Sexlab and DD Integration. So I'd just like to say thank you very much for all the free time that you spent to devote creating these great mods. I agree wholeheartedly. In addition, I wonder how many players are like me; wouldn't be playing skyrim if not for the player mods. Thanks for all your hard work. The whole reason i paid for skyrim and started playing was to mod it. i thank every one who makes the mods.
xaz Posted May 2, 2014 Posted May 2, 2014 Functions changing argument names shouldn't matter unless specifically naming optional arguments, should be rare, with the exception that StartSex()/QuickStart() ended up renaming Victim to VictimRef, which was subsequently reverted in an update, but EndAnimation() most of all has only the one argument, I wouldn't expect somebody to be doing EndAnimation(quick = true) since there is no reason to specifically name the variable in it's case, EndAnimation(true) is all that's needed. Just chiming in here, but if you use boolean arguments, and/or lots of optional ones, you should expect people to want to use the parameter names. A fictive function call: akAnim.AppendAnimation("doStuff", offset = 45.0, strapon = True, silent = True, sos = 3) reads a lot better than ... not to mention that I have to plow through a bunch of parameters I don't intend to change just to get to the final "silent". akAnim.AppendAnimation("doStuff", 0, 0, 45.0, True, True, True, 3, True) Assuming, again fictional: Function AppendAnimation(String name, Float offsetX = 0, Float offsetY = 0, Float offset = 0, Bool applyCum = True, Bool strapon = False, Int sos = 0, Bool silent = True) A lot of parameters are really optional and shouldn't have to be specified. Using variables names allows you to define them out of order, adds readability, and allows the default value to change in a future release. Parameter names are, for good reason, part of your api. I'm not saying it's annoying to change them when upgrading, because it wasn't, but you should expect people to want to use them. The animation registrering being reworked was more or less a necessity, sometimes things have to be broken to improve. With the long alpha/beta process that came before the release, I was anticipating modders using that lead up time to prepare an update or ask questions of what needed to be done to make it compatible. Unfortunately it seems none did, likely a failure on my part to make it more known to some modders. I think the animation registering changes were really nice. There are only a few warts left until I can start registering animations in a way that "feels" endorsed by SexLab. This is not the place to discuss those, so I'll move over to the proper support thread, though.
DeltaD36 Posted May 2, 2014 Posted May 2, 2014 Just out of curiosity, is there any chance of there being an update soon for sexlab to be compatible with Devious Devices again? I use a lot of DD and a lot of sexlab addons, but sexlab doesn't currently support Devious devices so DD won't register any animations. After I get grabbed and someone has their way with me, My character stands there with everything just going on around her with no controls whatsoever. DD reports that there is an error finding the animations as it won't register any because of the incompatibility, and Estrus Chaurus won't work because that won't register the Dwemer and tentacle animations for the same reason - I'm pulling my hair out here Any help would be GREATLY appreciated lol Did you try v. 1.54 of SL? It works for me no problem at the moment. Version 1.54 of Sexlab has many compatibility issues with DD 2.7.4. I do not recommend using it with the current release of DD. I had some time tonight to work on it, and I'm about ready to release a beta to my group for testing. Regarding Estrus Chaurus: Given Jzeborg's recent blog post, I doubt that estrus chaurus will be updated by the author any time (ever). I'm not sure how extensively his mod was altered by the sexlab update, though if as many things were broken as badly for him as they were for me, it may or may not be a rather large change. If no one else updates it, I will at some point. Thanks your your mod, and even more for your dedication. Will continue to support this mod and can't wait until the next coampatible release!
PubliusNV Posted May 3, 2014 Posted May 3, 2014 11 years of software development makes me feel ashal and min's pain. Thank you !! Min For making our most deepest fantasies come true. (Zadil,Xaz) And Ashal for making all of this happen. what should be valued higher, than bringing joy to people, anonymously while expecting nothing in return ? Thank you !!! I'd like to echo @mikezart's comments, with the extra emphasis of almost 40 years experience in software development. (It really hasn't changed that much).
Trainee Posted May 3, 2014 Posted May 3, 2014 After the struggling animation has and before the text appears, do you know what the name of the audio file is called? I am planning on modifying it a bit.
Coopervane Posted May 3, 2014 Posted May 3, 2014 After the struggling animation has and before the text appears, do you know what the name of the audio file is called? I am planning on modifying it a bit. Two random sounds are played. The first starts shortly after you begin struggeling and is one of the "short_pant" files that comes with Integration, and then as the stuggle comes to an end and the text is about to appear, a random Sexlab moan is chosen and played (this will likely be a little different depending on which SL voice you've chosen for your PC), so that'll be among the SL files somewhere.
MortiferusX Posted May 3, 2014 Posted May 3, 2014 Is there a chance for a full SL 1.54 compatible Update?
Uhuru N'Uru Posted May 3, 2014 Posted May 3, 2014 Is there a chance for a full SL 1.54 compatible Update? It's being worked on until then you must either stick with SexLab v1.39 (I believe a version is in the Sexlab Support Topic. PM me if not and I'll post one there. Or be undevious for a while and update or install DD when it happens. A good time for a new start, though even when Min updates, all the DD mods that depend on this will flood out in a wave (hopefully). Someone said they would not play Skyrim without mods. I'm not playing Skyrim. I'm playing SkyLab much more fun. It's very hard to get to level 2 in SkyLab though, my character is a Lover not a fighter, She's always putting her hands up at first sign of trouble. It's as though it's hotkeyed to the mouse buttons, but why would I have done that I wonder. Can't blame her though I wont let her have any weapons at all. and when running deviously she can't use them anyway.
Min Posted May 3, 2014 Author Posted May 3, 2014 Thanks to everyone who posted for the support: I appreciate the kind words. On a mostly unrelated note, Version 2.7.5 is up: It should be safe to continue an existing savegame with this update. To install, just copy/paste over existing files. The animation filter will now block Boobjobs while wearing a chastity bra. Fixed the panel gag's oral filtering. Added Training effect as base for various effects. Added Training plug, reactive to spell casting. Magic can be quite dangerous. Particularly, to a master if his slave has a foul temperament regarding her situation. To that end, this new type of plug is a twist on the typical soulgem plugs: Firstly, it will never periodically vibrate. Secondly, no matter how powerful the magic cast, the mage wearing this plug will never receive relief. In addition, it will react much more strongly than the standard plugs, even to basic magics. Finally, this plug will permit the wearer an orgasm if they make it one ingame week without casting magic. Every time the mage violates this rule, the relief-date is pushed back one day (To a maximum of one week). Every 24h the plug is worn (Reset upon casting a spell), a message will display indicating the time left before the plugs grant relief. This release is now compatible with Sexlab 1.54+. Added Harness Collar recipe. I intend to further expand upon the training plugs in the future: It was what I was working on when Sexlab 1.5 was released.
pinky6225 Posted May 3, 2014 Posted May 3, 2014 Thanks for the update, do we need to download these two again? DeviousExpansion-v1.0.rar Sanguine's Debauchery 1 Compatibility Patch.rar Or are they unchanged?
TToaster Posted May 3, 2014 Posted May 3, 2014 Thanks for the update EDIT: Just updated and tried the new training plug, I'm not sure if i made an error, but seems like mine isn't with any scripts? No vibration or any messages when e/dequiping it
Corraich Posted May 3, 2014 Posted May 3, 2014 What a shame I don't have the time to test the newest result of your hard work this evening, but a big THANK YOU for this nice weekend-present!
Min Posted May 3, 2014 Author Posted May 3, 2014 Thanks for the update, do we need to download these two again? DeviousExpansion-v1.0.rar Sanguine's Debauchery 1 Compatibility Patch.rar Or are they unchanged? Those are unchanged. Only Integration needs to be redownloaded. Thanks for the update EDIT: Just updated and tried the new training plug, I'm not sure if i made an error, but seems like mine isn't with any scripts? No vibration or any messages when e/dequiping it Vibrations only occur in response to casting, with this particular plug type. I just tested, and verified that they are working locally. Ensure that: You don't have more than one of them in your inventory while equipping/unequipping it. You obtained it via crafting (And thus, are using the right item). Assuming all of the above, post a copy of your Papyrus.0.log, in which you equip them / wait 24h, and nothing occurs.
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