Nalessa Posted November 25, 2013 Posted November 25, 2013 Hmnn .. I can't seem to end the quest with urag. If I use the please unlock it option, he'll remove the belt and collar, message pops up chastity belt: completed, but the other quest involving zed won't end. If I go for the go to oblivion option, pretty much same happen, except I have to give in to urag's demands, and if I do, nothing happens except he removes the belt and collar.
Skeuomorph Posted November 25, 2013 Posted November 25, 2013 "Under 10MB"? That doesnt sound very healthy. It sounds more like an ancient save which will soon die. Before I re-did everything the log was approaching 50 to 100 Mb. Now its around 2Mb at the biggest after playing for 3 to 4 hours. It hits 10Mb after a CTD
Min Posted November 25, 2013 Author Posted November 25, 2013 Hmnn .. I can't seem to end the quest with urag. If I use the please unlock it option, he'll remove the belt and collar, message pops up chastity belt: completed, but the other quest involving zed won't end. If I go for the go to oblivion option, pretty much same happen, except I have to give in to urag's demands, and if I do, nothing happens except he removes the belt and collar. Is the sex-scene starting? Upload a copy of your Papyrus.0.log.
stobor Posted November 26, 2013 Posted November 26, 2013 Hi Min, I'm experimenting with converting Angrim's belt to use this mod's scripting (because it is more comprehensive, and because it'll be less confusing to players if there is one less set of belt behaviors). No problems so far, getting the basics to work, but one question: It is not obvious to me how to get a custom key to function; I set the deviceKey property on my instance's zadBeltScript, but the message dialogue is hard coded to check for zad_ChastityKey. Do I have to clone and override the message as well? It doesn't look like you did, for the current quest, but perhaps I missed something. It does work if I have both Angrim's key and a zad_ChastityKey. Neither one works on its own (two different veto points in the system, I guess, and they're checking different things). Also, the various 'enchantment' magic effects: I see not all of them are currently used - are they all implemented? Or are some of them just place-holders?
Min Posted November 26, 2013 Author Posted November 26, 2013 Hi Min, I'm experimenting with converting Angrim's belt to use this mod's scripting (because it is more comprehensive, and because it'll be less confusing to players if there is one less set of belt behaviors). No problems so far, getting the basics to work, but one question: It is not obvious to me how to get a custom key to function; I set the deviceKey property on my instance's zadBeltScript, but the message dialogue is hard coded to check for zad_ChastityKey. Do I have to clone and override the message as well? It doesn't look like you did, for the current quest, but perhaps I missed something. Also, the various 'enchantment' magic effects: I see not all of them are currently used - are they all implemented? Or are some of them just place-holders? Hey Stobor, Glad to hear that. Have quite a few new features in the works, too. The message being hardcoded to check for the specific key is an oversight. For the forbidden tome quest, the key never enters the player's inventory. (And thus, never came up during design / testing). I'll add a couple of keywords (zad_ChastityKey and zad_RestraintsKey) for next release. Incidentally, the bug-fixes / tweaks / etc are kind of piling up in my current working copy. Think I'll release a v2.5.4 before I'm ready with v2.6.0 that contains my accumulated bugfixes, and those two new keywords within a day or two. All of the device effects are implemented, save zad_EffectRemote, and zad_EffectPosessed, both of which require extra scripting to use (And aren't completely done yet). ; Keywords for Device Effects Keyword Property zad_EffectVibratingVeryStrong Auto Keyword Property zad_EffectVibratingStrong Auto Keyword Property zad_EffectVibrating Auto Keyword Property zad_EffectVibratingWeak Auto Keyword Property zad_EffectVibratingVeryWeak Auto Keyword Property zad_EffectVibratingRandom Auto Keyword Property zad_EffectVibrateOnSpellCast Auto Keyword Property zad_EffectHealthDraining Auto Keyword Property zad_EffectStaminaDraining Auto Keyword Property zad_EffectManaDraining Auto ; Effect modifiers Keyword Property zad_EffectPossessed Auto Keyword Property zad_EffectRemote Auto Keyword Property zad_EffectLively Auto ; Increase chance of effect beyond mcm config. Keyword Property zad_EffectVeryLively Auto ; Further increase chance of effect. Stacks. Keyword Property zad_EffectEdgeOnly Auto ; Will never let the player cum for stimulating events (Vibration) Keyword Property zad_EffectEdgeRandom Auto ; Will sometimes let the player cum for stimulating events (Vibration) Keyword Property zad_EffectsLinked Auto ; If one effect fires, all effects fire. EDIT: Tried to message you, got the following error: The following errors were found The member stobor can not use the messaging system This personal message has not been sent Anyhow, Let me know if you need something added / changed for your mod, and I'll see what I can do.
stobor Posted November 26, 2013 Posted November 26, 2013 I think messaging was working, but seems to have gone kaput in LL maintenance downtime earlier today. Or maybe I'm thinking of a different notification mechanism...
stobor Posted November 26, 2013 Posted November 26, 2013 One additional device effect that I'd like to see (though it isn't urgent) is one that triggered when the actor is hit by say, a shock spell. As opposed to when the actor casts a spell.
Min Posted November 26, 2013 Author Posted November 26, 2013 One additional device effect that I'd like to see (though it isn't urgent) is one that triggered when the actor is hit by say, a shock spell. As opposed to when the actor casts a spell. My only concern with adding something like that, is that OnHit seems to be a fairly expensive event to monitor. I've got quite a few mods installed (Around 220 in my stable profile), and have done a fair bit of trial/error/troubleshooting to get them all running well. Though my profile runs well now, I had to remove a few mods that made heavy use of OnHit, which seems to have been one of the major leading causes of script lag / stack thrashing. I'm not sure if those mods were just poorly written or not, though. At the moment, this mod isn't very taxing on Papyrus in most cases: Only a few Events are monitored, and the OnUpdateGameTime loop is reasonably lightweight.
Totenbarg Posted November 26, 2013 Posted November 26, 2013 Hi Min, I´m a little bit confused Activated all available quests of your mod in MCM after installation and went to sleep in Yarl Balgrufs bed in witherun. Waking up, a popup told me something about a "non save location" and started a quest called "Placeholder Radiant Master". Digging through the papyrus log I found your mod is initialising this quest, but according to OP and the rest of this thread (Yes I read all of it, though some information might have got lost on the way ) the quest isn´t implemented yet. Even got some progress in the quest, first the the announcements in the upper left corner of the screen told me about something like "waiting for ...", then after some time it went to "respond to your masters bidding", and now I get periodically notification "summon vibration" (or something like that) . Any idea what´s going on here ? (Or do I just have to untick "surroptious streets" in MCM and wait for the implementation of said quest?)
Min Posted November 26, 2013 Author Posted November 26, 2013 Hi Min, I´m a little bit confused Activated all available quests of your mod in MCM after installation and went to sleep in Yarl Balgrufs bed in witherun. Waking up, a popup told me something about a "non save location" and started a quest called "Placeholder Radiant Master". Digging through the papyrus log I found your mod is initialising this quest, but according to OP and the rest of this thread (Yes I read all of it, though some information might have got lost on the way ) the quest isn´t implemented yet. Even got some progress in the quest, first the the announcements in the upper left corner of the screen told me about something like "waiting for ...", then after some time it went to "respond to your masters bidding", and now I get periodically notification "summon vibration" (or something like that) . Any idea what´s going on here ? (Or do I just have to untick "surroptious streets" in MCM and wait for the implementation of said quest?) Hi Totenbarg, Yeah, that quest is what I'm working on now. Just untick "Surreptitious Streets" for the time being. I shouldn't have left it in the MCM to begin with, haha. If I recall, the version of the quest in 2.5.3 is nothing but a rough framework for the quest: It's quite a bit more fleshed out now in my local copy .
Totenbarg Posted November 26, 2013 Posted November 26, 2013 Waiting for the the implementation the quest then ..... Or on another thought, I try to get some of my thief followers to steal your local copy for my own (ab)use :ph34r: .
Zydar Posted November 26, 2013 Posted November 26, 2013 One additional device effect that I'd like to see (though it isn't urgent) is one that triggered when the actor is hit by say, a shock spell. As opposed to when the actor casts a spell. I was thinking of the same thing with regards to being hit with a spell, but after some thoughts I think the PC would be overwhelm given how the odds are stacking against them if they are a mage to begin with xD Tho one thing I have in mind is a modifier for the arousal increase when sprinting while having any plugs in. Whether or not to increase the drain on stamina while sprinting is up to you.
stobor Posted November 26, 2013 Posted November 26, 2013 One additional device effect that I'd like to see (though it isn't urgent) is one that triggered when the actor is hit by say, a shock spell. As opposed to when the actor casts a spell. My only concern with adding something like that, is that OnHit seems to be a fairly expensive event to monitor. I've got quite a few mods installed (Around 220 in my stable profile), and have done a fair bit of trial/error/troubleshooting to get them all running well. Though my profile runs well now, I had to remove a few mods that made heavy use of OnHit, which seems to have been one of the major leading causes of script lag / stack thrashing. I'm not sure if those mods were just poorly written or not, though. At the moment, this mod isn't very taxing on Papyrus in most cases: Only a few Events are monitored, and the OnUpdateGameTime loop is reasonably lightweight. That's a fair point. I withdraw the request.
mogon Posted November 26, 2013 Posted November 26, 2013 What im hoping for is a good reason for the pc to wear such a belt. (hoping, not demanding). For example: The blacksmiths of Skyrim are exited - the new devices seems to bring a good opportunity to make some money. I mean, there's a war, all the men in the fields, far away from home. Of course, they trust their women, but... wouldn't it be better to be sure? But before making lot of septimes with this new thing it needs some serious testing. Is iron better than steel? Will it work in frost and heat? Will it break while fighting a bandit or a dragon? Is it wise to use cursed or un-cursed soulgem-plugs? For this they need a guinea pig, a heroine, willing to test it, lets say for a week (but don't you dare to sleep the seven days...). There should be a reward of course, could be a smithing skill, an enchanted weapon or some coins. This way the pc has a reason to wear this belts an can continue his normal adventurer life Just my thoughts...
ash51892 Posted November 26, 2013 Posted November 26, 2013 yes, I run fnis, boss, and tessedit after every install, I also figured out that pressing N for current arousal state doesn't work... ugh idk how I messed up my game lol edit: on reload arousal status worked, and now it is only when I talk to follower(s), I have extensive follower framework, but I've had that for a while and it didn't do this, I know I also updated sl defeat and it added a couple dialog options to normal convo's (ha you fell for it and we shouldn't be disturbed here), atleast I think it was defeat that did that. now im trying to read my papyrus log to see if it says anything Upload your log, and I'll take a look. here ya go, ima also look at it right now, didn't have time yesterday before work edit: also, the anims don't play unless I reregister the anims from your mod, then once I exit mcm the anim plays just that time edit edit: took off dragonfly tbbp anims and went with Victoria high heal and your anims worked, idk why it would do it with dragonfly on. also I made a clean save without any mods that updated or installed the past few days, including yours, then just did yours, still only vibrates when extended follower framework's menu comes up (in the box that you use as well) and also after doing the installs and updates of other mods I noticed that my character went into t pose for a few seconds before going to the "hands wander" animation papyrus.rar LoadOrder.rar
xboronx Posted November 26, 2013 Posted November 26, 2013 What im hoping for is a good reason for the pc to wear such a belt. (hoping, not demanding). For example: The blacksmiths of Skyrim are exited - the new devices seems to bring a good opportunity to make some money. I mean, there's a war, all the men in the fields, far away from home. Of course, they trust their women, but... wouldn't it be better to be sure? But before making lot of septimes with this new thing it needs some serious testing. Is iron better than steel? Will it work in frost and heat? Will it break while fighting a bandit or a dragon? Is it wise to use cursed or un-cursed soulgem-plugs? For this they need a guinea pig, a heroine, willing to test it, lets say for a week (but don't you dare to sleep the seven days...). There should be a reward of course, could be a smithing skill, an enchanted weapon or some coins. This way the pc has a reason to wear this belts an can continue his normal adventurer life Just my thoughts... I really like the idea. Also you can split it up nicely, there is the smith who overall means it well and invents the chastity belt. And then upon this invention soon after a not so nice person (slaver, sadistic wicked mage, ...) invents ways to rather abuse the chastity belt by adding restraints, plugs, etc... . Maybe the model variety could be split into two groups: -Chastity belts and accessories meant as protection which adventurers (both male and female) seriously buy and voluntarily use in the dangerous world of sexlab skyrim, especially the sexlab std mod in combination with defeat, submit, sanguine debauchery, prison overhaul etc. . If an adventure ends unfortunate this will lead to many rapes, lost gear and lots of diseases. Depending how hard you want it you can configure the mods already in a way that leads to a potential vicious circle as long as you play with a houserule to not abuse alchemy for easy infinite money. Lost money + equipment, too weakened by the diseases to be able to go on adventuring. But curing them costs lots of money too. So you are kinda forced to either prostitute yourself or go shoplifting. But you could get further diseases during prostitution or if you are unfortunate enough to get caught during your thievery it's even worse since you will get special treatment from Mr. Xaz nice guys... . With enough diseases you can even die then. If you had a chastity belt on the other hand you could only be forced to oral sex which has the lowest probability to get a disease, so it highly improves your survival chance. -And then there is the other group, chastity belts and accessoires not meant for the pleasure of the wearer, but for the pleasure or profit of the one that forces you to wear it, be it simply a sadist, a slaver or someone insane. Some example scenarios: -A sadistic slave owner would use a chastity belt with plugs and other accessoires to always keep the poor slave aroused without the need to share with his companions. It could be for example a bandit chief. This way he also slightly tortures his companions because they don't get their turn while the poor slave is begging them to remove at least the plugs. -There is an insane priest or mage who thinks that he can summon a powerful evil being if he sacrifices a pure virgin. For this purpose he enchanted the chastity devices with magic detecting the arousal of the wearer. The stronger the arousal level the stronger the chastity belt will electroshock the wearer then, the chastity bra will torture the breasts then with spikes like an iron maiden and if a threshhold is reached the magic will also try to alert the mage that he can personally punish the poor virgin for her unpure thoughts. Would be quite handy for the mage, this way he can sleep and follow his daily routine while still easily controlling his poor victim. Imho such torture chastity items would be fun both ways, an evil player can torture his companions or slaves, or be on the recieving end.
Min Posted November 26, 2013 Author Posted November 26, 2013 What im hoping for is a good reason for the pc to wear such a belt. (hoping, not demanding). For example: The blacksmiths of Skyrim are exited - the new devices seems to bring a good opportunity to make some money. I mean, there's a war, all the men in the fields, far away from home. Of course, they trust their women, but... wouldn't it be better to be sure? But before making lot of septimes with this new thing it needs some serious testing. Is iron better than steel? Will it work in frost and heat? Will it break while fighting a bandit or a dragon? Is it wise to use cursed or un-cursed soulgem-plugs? For this they need a guinea pig, a heroine, willing to test it, lets say for a week (but don't you dare to sleep the seven days...). There should be a reward of course, could be a smithing skill, an enchanted weapon or some coins. This way the pc has a reason to wear this belts an can continue his normal adventurer life Just my thoughts... We've got quite a few quest-ideas for getting the player in to the belt . The player will be able to continue normal game-play during the upcoming quest, as well. Suggestions noted, though! Thanks.
Min Posted November 26, 2013 Author Posted November 26, 2013 I really like the idea. Also you can split it up nicely, there is the smith who overall means it well and invents the chastity belt. And then upon this invention soon after a not so nice person (slaver, sadistic wicked mage, ...) invents ways to rather abuse the chastity belt by adding restraints, plugs, etc... . Maybe the model variety could be split into two groups: -Chastity belts and accessories meant as protection which adventurers (both male and female) seriously buy and voluntarily use in the dangerous world of sexlab skyrim, especially the sexlab std mod in combination with defeat, submit, sanguine debauchery, prison overhaul etc. . If an adventure ends unfortunate this will lead to many rapes, lost gear and lots of diseases. Depending how hard you want it you can configure the mods already in a way that leads to a potential vicious circle as long as you play with a houserule to not abuse alchemy for easy infinite money. Lost money + equipment, too weakened by the diseases to be able to go on adventuring. But curing them costs lots of money too. So you are kinda forced to either prostitute yourself or go shoplifting. But you could get further diseases during prostitution or if you are unfortunate enough to get caught during your thievery it's even worse since you will get special treatment from Mr. Xaz nice guys... . With enough diseases you can even die then. If you had a chastity belt on the other hand you could only be forced to oral sex which has the lowest probability to get a disease, so it highly improves your survival chance. -And then there is the other group, chastity belts and accessoires not meant for the pleasure of the wearer, but for the pleasure or profit of the one that forces you to wear it, be it simply a sadist, a slaver or someone insane. Some example scenarios: -A sadistic slave owner would use a chastity belt with plugs and other accessoires to always keep the poor slave aroused without the need to share with his companions. It could be for example a bandit chief. This way he also slightly tortures his companions because they don't get their turn while the poor slave is begging them to remove at least the plugs. -There is an insane priest or mage who thinks that he can summon a powerful evil being if he sacrifices a pure virgin. For this purpose he enchanted the chastity devices with magic detecting the arousal of the wearer. The stronger the arousal level the stronger the chastity belt will electroshock the wearer then, the chastity bra will torture the breasts then with spikes like an iron maiden and if a threshhold is reached the magic will also try to alert the mage that he can personally punish the poor virgin for her unpure thoughts. Would be quite handy for the mage, this way he can sleep and follow his daily routine while still easily controlling his poor victim. Imho such torture chastity items would be fun both ways, an evil player can torture his companions or slaves, or be on the recieving end. Isn't that more or less the system we already have in place? You can use the belts defensively to prevent rape, or have them forcibly equipped on you by quests (Though, there's only one in place at the moment. Changing soon!)
Min Posted November 26, 2013 Author Posted November 26, 2013 yes, I run fnis, boss, and tessedit after every install, I also figured out that pressing N for current arousal state doesn't work... ugh idk how I messed up my game lol edit: on reload arousal status worked, and now it is only when I talk to follower(s), I have extensive follower framework, but I've had that for a while and it didn't do this, I know I also updated sl defeat and it added a couple dialog options to normal convo's (ha you fell for it and we shouldn't be disturbed here), atleast I think it was defeat that did that. now im trying to read my papyrus log to see if it says anything Upload your log, and I'll take a look. here ya go, ima also look at it right now, didn't have time yesterday before work edit: also, the anims don't play unless I reregister the anims from your mod, then once I exit mcm the anim plays just that time edit edit: took off dragonfly tbbp anims and went with Victoria high heal and your anims worked, idk why it would do it with dragonfly on. also I made a clean save without any mods that updated or installed the past few days, including yours, then just did yours, still only vibrates when extended follower framework's menu comes up (in the box that you use as well) and also after doing the installs and updates of other mods I noticed that my character went into t pose for a few seconds before going to the "hands wander" animation The reregister animation function just reregisters them with Sexlab: Unless something on your end is forcing sexlab to unregister them, that makes no sense. I don't see any issues with DD in your log (Though, the log was only two minutes long). Mind posting a log containing the "Only vibrates when EFF's menu comes up" issue? EDIT: Actually, that makes even less sense than I initially thought: The reregister animation option only affects animations that Sexlab can call (For the moment, that's only DDBeltedSolo). Correlation != Causation ?
Veladarius Posted November 26, 2013 Posted November 26, 2013 I really like the idea. Also you can split it up nicely, there is the smith who overall means it well and invents the chastity belt. And then upon this invention soon after a not so nice person (slaver, sadistic wicked mage, ...) invents ways to rather abuse the chastity belt by adding restraints, plugs, etc... . Maybe the model variety could be split into two groups: -Chastity belts and accessories meant as protection which adventurers (both male and female) seriously buy and voluntarily use in the dangerous world of sexlab skyrim, especially the sexlab std mod in combination with defeat, submit, sanguine debauchery, prison overhaul etc. . If an adventure ends unfortunate this will lead to many rapes, lost gear and lots of diseases. Depending how hard you want it you can configure the mods already in a way that leads to a potential vicious circle as long as you play with a houserule to not abuse alchemy for easy infinite money. Lost money + equipment, too weakened by the diseases to be able to go on adventuring. But curing them costs lots of money too. So you are kinda forced to either prostitute yourself or go shoplifting. But you could get further diseases during prostitution or if you are unfortunate enough to get caught during your thievery it's even worse since you will get special treatment from Mr. Xaz nice guys... . With enough diseases you can even die then. If you had a chastity belt on the other hand you could only be forced to oral sex which has the lowest probability to get a disease, so it highly improves your survival chance. -And then there is the other group, chastity belts and accessoires not meant for the pleasure of the wearer, but for the pleasure or profit of the one that forces you to wear it, be it simply a sadist, a slaver or someone insane. Some example scenarios: -A sadistic slave owner would use a chastity belt with plugs and other accessoires to always keep the poor slave aroused without the need to share with his companions. It could be for example a bandit chief. This way he also slightly tortures his companions because they don't get their turn while the poor slave is begging them to remove at least the plugs. -There is an insane priest or mage who thinks that he can summon a powerful evil being if he sacrifices a pure virgin. For this purpose he enchanted the chastity devices with magic detecting the arousal of the wearer. The stronger the arousal level the stronger the chastity belt will electroshock the wearer then, the chastity bra will torture the breasts then with spikes like an iron maiden and if a threshhold is reached the magic will also try to alert the mage that he can personally punish the poor virgin for her unpure thoughts. Would be quite handy for the mage, this way he can sleep and follow his daily routine while still easily controlling his poor victim. Imho such torture chastity items would be fun both ways, an evil player can torture his companions or slaves, or be on the recieving end. Isn't that more or less the system we already have in place? You can use the belts defensively to prevent rape, or have them forcibly equipped on you by quests (Though, there's only one in place at the moment. Changing soon!) If you are using any of the pregnancy mods it is a good way to keep from getting pregnant, especially if using something like Defeat or Random Attack.
stobor Posted November 27, 2013 Posted November 27, 2013 @xboronx: Or for that matter, my Angrim's Apprentice quest mod features a variation of these belts. (end shameless plug)
volfin Posted November 27, 2013 Posted November 27, 2013 I haven't tried the belt on an NPC until now, as I know support was spotty before. But giving the NPC the Cursed Soulgem Plug didn't seem to ever do anything. It was worn, but I never saw that it activated nor caused any animations on the NPC. Does that only work for the Player?
ash51892 Posted November 27, 2013 Posted November 27, 2013 yes, I run fnis, boss, and tessedit after every install, I also figured out that pressing N for current arousal state doesn't work... ugh idk how I messed up my game lol edit: on reload arousal status worked, and now it is only when I talk to follower(s), I have extensive follower framework, but I've had that for a while and it didn't do this, I know I also updated sl defeat and it added a couple dialog options to normal convo's (ha you fell for it and we shouldn't be disturbed here), atleast I think it was defeat that did that. now im trying to read my papyrus log to see if it says anything Upload your log, and I'll take a look. here ya go, ima also look at it right now, didn't have time yesterday before work edit: also, the anims don't play unless I reregister the anims from your mod, then once I exit mcm the anim plays just that time edit edit: took off dragonfly tbbp anims and went with Victoria high heal and your anims worked, idk why it would do it with dragonfly on. also I made a clean save without any mods that updated or installed the past few days, including yours, then just did yours, still only vibrates when extended follower framework's menu comes up (in the box that you use as well) and also after doing the installs and updates of other mods I noticed that my character went into t pose for a few seconds before going to the "hands wander" animation The reregister animation function just reregisters them with Sexlab: Unless something on your end is forcing sexlab to unregister them, that makes no sense. I don't see any issues with DD in your log (Though, the log was only two minutes long). Mind posting a log containing the "Only vibrates when EFF's menu comes up" issue? EDIT: Actually, that makes even less sense than I initially thought: The reregister animation option only affects animations that Sexlab can call (For the moment, that's only DDBeltedSolo). Correlation != Causation ? idk, I did pull up eff's menu and it did the vibrate thing then wen I left it it stopped, I did it within the 2 minutes that are on there I thought, and with the animation reregistry it played it wen I registered them, it was odd. Idk wat it is but its only your mod that is affected by it. I want to use ur mod tho but I guess I can't until we find a fix for it
Min Posted November 27, 2013 Author Posted November 27, 2013 I haven't tried the belt on an NPC until now, as I know support was spotty before. But giving the NPC the Cursed Soulgem Plug didn't seem to ever do anything. It was worn, but I never saw that it activated nor caused any animations on the NPC. Does that only work for the Player? Right, device events/effects are player only for the time being. At the time of implementing it, I wasn't sure how I wanted to go about adding NPC support to that, without killing Papyrus. I've since come up with a solution that should be reasonably low-impact, and will be adding that feature in the future.
Min Posted November 27, 2013 Author Posted November 27, 2013 idk, I did pull up eff's menu and it did the vibrate thing then wen I left it it stopped, I did it within the 2 minutes that are on there I thought, and with the animation reregistry it played it wen I registered them, it was odd. Idk wat it is but its only your mod that is affected by it. I want to use ur mod tho but I guess I can't until we find a fix for it Ah, I see. [11/25/2013 - 11:45:14AM] [Zad]: OnSpellCast() [11/25/2013 - 11:45:14AM] [Zad]: VibrateEffect(1 for 1) EDIT: Gah, forums ate the second half of my post again. Note to self: Stop posting text after a [/code]. EFF's menu counts as a very low cost spell cast, then? That makes sense that it would trigger a spell-cast-vibration, then. However, that is unrelated to the periodic vibrations that should be occurring. What do you have the event polling interval set to? I honestly don't know what to say about the animations issue you're reporting: Reregistering Sexlab animations should have no bearing on other animations (The wandering hands set, for instance) playing.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now