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[Request] [Idea] [Commission] SexLab Diary


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Posted

First of all, apologies if this is not correct place to post this. If not, let me know; I'll delete the thread and repost it where it belongs.

___________________________

 

What is SexLab Diary About?

 

I'm looking for a mod that has a very simple premise. In a nutshell, it keeps track of the player's sexual history with all the NPCs the player has had sex with, independent of the sex mod that initiated the scene.
 

How Does It Work?


In its simplest version, the mod should be have an MCM page that lists the names of NPCs that the player has had sex with along with a number (how many times they've had sex).  
 
The mod itself doesn't initiate any sex scenes. The list is populated byt the sex scenes that are initiated by other mods (e.g., Follow Me For Sex, SLEN, Defeat, etc.). For example, let's say that the player has had sex with Ysolsa two times, once via the Amorous Adventures quest and once via a Defeat mod. On the MCM page I should see:  
 
`Ysolda 2`
 
And so on.  
 
Probably I'm naive but I think that technically speaking it shouldn't be too hard for most of the talented modders in here to create this. From a high level point of view, I imagine that the mod would operate like this:  
 

  • Scan for SexLab scenes (every 30 seconds?).  
  • If a SexLab scene is running, does it involve the player?  
  • If yes, get the name of the participant(s).  
  • Save the name(s) to a JSON file (the same way we save MCM settings to a JSON file).  
  • To display the list of sexual intercourses, simply read the contents of the JSON file.  

 

I also imagine that the mod might have to make use of `PapyrusUtils` and maybe `MCM Helper` to be able to save the information on the disk. If the above is possible, then there's a million ways to further enhance the mod. For example, by keeping track of the location of the sex scene. E.g.,  
 

Spoiler

Ysolda 1 The Bannered Mare  
Ysolda 1 Breezehome
Sofia 3 Breezehome

 
Or by including the type of sex (consenting, assault), the tags of the scene (oral, anal), the mod that initiated the scene, whether the player was active or passive, etc. 

 

Why Would We Want This?

 

Maybe that's just me, but I think it would be fascinating to keep track of the player's sexual history. Think about it, most of us are using a variety of sex mods to spice up our Dragonborn's life. Wouldn't it be fun to be able to see our player's sexual history? How many women/men did s/he manage to woo? Who was assaulted by him/her? Which NPCs managed to assault the player?

 

Doesn't SLEN Already Do That?

 

SLEN does have a form of diary (the MCM page is called "Player"), however, to the best of my knowledge, it shows only the enounters that were initiated by SLEN, not the ones that were initiated by other mods. That said, I have noticed that the "Target NPC" MCM page of the mod, does keep track of all sexual encounters (independently of the source). But the only way to see that information is if the cursor is pointing towards that particular NPC, so it doesn't work as I described above.

 

Thoughts

 

I have tried to build this mod myself but I'm not nearly talented/experienced enough to make it work, so I thought that I should bring this idea to you, the people. Would anyone be interested in creating this? I'm also happy to commission such a mod, if the price is reasonable.

  • 6 months later...
Posted (edited)

TL;DR: I'm currently working on this. Hopefully I will have something worth sharing here in a few weeks.

 

Ramble Below:

I had a similar idea about a month ago, and was surprised to see that such a mod didn't seem to already exist. But seeing this thread inspired me to give making it a shot. I've never made a mod before, but this didn't seem toooo incredibly difficult, and would be a good excuse to figure out how it all works.

 

Fast forward a couple of weeks of suffering and learning, and I had something that seemed to be working. I ran it with my game for a week, collecting data, but I noticed that after you reached 50+ partners, the MCM menus started to see some slow down as Papyrus needed to process more and more data to generate the screens. I know this problem isn't exclusive to me- the built-in SexLab Diary takes 10+ seconds on my save to load (though with 500 partners). It seemed like Papyrus just wasn't up to the task of crunching numbers with any kind of speed.

 

So then I set out to see what could be done with writing an SKSE plugin to handle the number crunching, and back to the drawing board I went. A week of additional suffering later, I had ported a function that used to run in Papyrus to instead run in C++, and holy smokes did it make a huge difference. What used to take Papyrus 5-10 seconds now runs in a fraction of a single second. Though it's possible my abuse of JContainers had more overhead than I thought as well.

 

Regardless, at this point I'm confident that I've learned everything I need to learn to make the mod to the standard that I want. I just need to finish porting the rest of my relevant Papyrus code to C++, and add some minor things like menu pagination. But I figured I'd post here and let anybody who might be watching it know that someone is taking a look at this.

 

I attached some screenshots of the WIP mod. Ideas are welcome. I haven't yet done anything with animation tags, but probably will.

Spoiler

ScreenShot6.pngScreenShot7.pngScreenShot8.pngScreenShot9.pngScreenShot5.png

Edited by Avayleon
Added spoiler for images
  • 2 weeks later...
Posted
On 2/6/2024 at 7:16 AM, Avayleon said:

TL;DR: I'm currently working on this. Hopefully I will have something worth sharing here in a few weeks.

 

Ramble Below:

I had a similar idea about a month ago, and was surprised to see that such a mod didn't seem to already exist. But seeing this thread inspired me to give making it a shot. I've never made a mod before, but this didn't seem toooo incredibly difficult, and would be a good excuse to figure out how it all works.

 

Fast forward a couple of weeks of suffering and learning, and I had something that seemed to be working. I ran it with my game for a week, collecting data, but I noticed that after you reached 50+ partners, the MCM menus started to see some slow down as Papyrus needed to process more and more data to generate the screens. I know this problem isn't exclusive to me- the built-in SexLab Diary takes 10+ seconds on my save to load (though with 500 partners). It seemed like Papyrus just wasn't up to the task of crunching numbers with any kind of speed.

 

So then I set out to see what could be done with writing an SKSE plugin to handle the number crunching, and back to the drawing board I went. A week of additional suffering later, I had ported a function that used to run in Papyrus to instead run in C++, and holy smokes did it make a huge difference. What used to take Papyrus 5-10 seconds now runs in a fraction of a single second. Though it's possible my abuse of JContainers had more overhead than I thought as well.

 

Regardless, at this point I'm confident that I've learned everything I need to learn to make the mod to the standard that I want. I just need to finish porting the rest of my relevant Papyrus code to C++, and add some minor things like menu pagination. But I figured I'd post here and let anybody who might be watching it know that someone is taking a look at this.

 

I attached some screenshots of the WIP mod. Ideas are welcome. I haven't yet done anything with animation tags, but probably will.

  Reveal hidden contents

ScreenShot6.pngScreenShot7.pngScreenShot8.pngScreenShot9.pngScreenShot5.png

 

Yes! My plea is heard! I'm so glad you're working on this and, honestly, looking at the screenshots you shared I'm impressed! When you publish this, I'd be happy to make a donation as a “Thank You”!

 

Somewhat unrelated but I'm also impressed with how quickly you've gained that deep of an understanding of mod scripting. Can you share your sources/methodology? Like, what did you read and/or watched? My mod scripting skills are subpar at the best and I'm interested at becoming better but I have found the information out there to be scattered and not very easily digestible. Feel free to send me a PM as well.

  • 2 weeks later...
Posted
On 2/6/2024 at 3:16 PM, Avayleon said:

TL;DR: I'm currently working on this. Hopefully I will have something worth sharing here in a few weeks.

 

Ramble Below:

I had a similar idea about a month ago, and was surprised to see that such a mod didn't seem to already exist. But seeing this thread inspired me to give making it a shot. I've never made a mod before, but this didn't seem toooo incredibly difficult, and would be a good excuse to figure out how it all works.

 

Fast forward a couple of weeks of suffering and learning, and I had something that seemed to be working. I ran it with my game for a week, collecting data, but I noticed that after you reached 50+ partners, the MCM menus started to see some slow down as Papyrus needed to process more and more data to generate the screens. I know this problem isn't exclusive to me- the built-in SexLab Diary takes 10+ seconds on my save to load (though with 500 partners). It seemed like Papyrus just wasn't up to the task of crunching numbers with any kind of speed.

 

So then I set out to see what could be done with writing an SKSE plugin to handle the number crunching, and back to the drawing board I went. A week of additional suffering later, I had ported a function that used to run in Papyrus to instead run in C++, and holy smokes did it make a huge difference. What used to take Papyrus 5-10 seconds now runs in a fraction of a single second. Though it's possible my abuse of JContainers had more overhead than I thought as well.

 

Regardless, at this point I'm confident that I've learned everything I need to learn to make the mod to the standard that I want. I just need to finish porting the rest of my relevant Papyrus code to C++, and add some minor things like menu pagination. But I figured I'd post here and let anybody who might be watching it know that someone is taking a look at this.

 

I attached some screenshots of the WIP mod. Ideas are welcome. I haven't yet done anything with animation tags, but probably will.

  Reveal hidden contents

ScreenShot6.pngScreenShot7.pngScreenShot8.pngScreenShot9.pngScreenShot5.png

 

Wow that's great! I've also been hoping for a mod like this for ages. Do you know if it's practical to have it for followers as well? Maybe manually adding them to a framework so that you aren't tracking every NPC in the game? I have no idea if it's possible/practical but I've always wanted to see something like that

Posted

I apologize for the silence the past few weeks. The sort-of bad news is that there were more bugs than anticipated, and I was a victim of my own feature creep and missed my soft deadline from before. However, the good news is that I think it's code-complete as of today. With this being my first ever mod, I am a bit paranoid about releasing something that might be unacceptably buggy.

 

But my plan is:

1) I'll make a new save and play around with it for the next week. You shouldn't need a new save for this mod (though it will only record events from the point of installation), but I figure it will be the best way to double-check that everything is recording correctly.

 

2) Assuming all goes well, I'll upload the mod to this thread next weekend and get some early feedback on it.

 

3) If everything checks out, I'll then make a real mod page for it

 

The main thing I was spending time on was the ability to click into (almost) any entry to filter events based off the thing you clicked. I've attached a gif in the spoiler that shows what I mean. I first click on the Redguard race so that you see all events with a Redguard. I then clear the filter and repeat it with Female / Creature Partners. I am pretty happy with it, and hopefully y'all will be too.

Spoiler

GIF3-3-20247-32-47PM.gif.017e963395e3cb3501a80b852c4a4862.gif

 

On 2/17/2024 at 9:40 AM, Commander_ said:

Somewhat unrelated but I'm also impressed with how quickly you've gained that deep of an understanding of mod scripting. Can you share your sources/methodology? Like, what did you read and/or watched? My mod scripting skills are subpar at the best and I'm interested at becoming better but I have found the information out there to be scattered and not very easily digestible. Feel free to send me a PM as well.

I am lucky in that this mod was almost entirely script-based, and I am a programmer for my day job so it was a pretty natural fit. That being said, it was still pretty painful to learn how it all works, just like you are describing. But having that background helped make things a bit less overwhelming when I already knew the ins and outs of general code-writing. But to answer your question the best that I can, I'll drop what I did in the spoiler.

 

Spoiler

My general methodology was to try to bite off the smallest piece of the problem at a time without letting my ambition get too far ahead of my current (lack of) ability. I started by modifying scripts in other people's mods. I fixed a few bugs in PSQ that had been bugging me for a long time, among other things. This helped me learn how to compile scripts and the general way that Papyrus works before I ever even opened the CK. In fact, to this day the CK is still daunting to me and I open it the least amount that I possibly have to....

 

From there, I had learned how to crudely debug a script, how MCM menus kind of worked, how scripts load other scripts, and a bit more. And so to make this mod, it then became mostly a matter of figuring out what I needed to do next, e.g. "run a function on load", or "hook into a SexLab event", or "how to store the data". The best way to figure each thing out was honestly to just open up somebody else's mod and seeing what they did. Because I have been playing this game for a long time, I had a reasonably good idea of which mods I should look at that I knew must be doing something similar to what I wanted. Shout out to the many other incredible modders who provide source code with their mods. In particular, I found Apropos2's source code to be relatively easy to read, but ambitious enough in scope that there was a lot I could learn from.

 

It wasn't all reading other people's mods, though. My favorite single resource is UESP's list of papyrus functions page. A good ctrl+f on that could often get me started in the right direction, and there are other good articles on UESP too. Another good resource is the SkyrimScripting YouTube channel. I don't usually enjoy learning by watching videos- I'd rather read things instead. But sometimes you just can't find what you're looking for and these videos got me unstuck a couple of times.

 

 

23 hours ago, johnhamm said:

Do you know if it's practical to have it for followers as well?

I think it would probably be practical. For my own use-case, I only cared about player data and the way that I'm storing the data is somewhat incompatible with adding additional actors.... But there are probably a lot of people who would appreciate the ability to track specific NPCs. It might be worth tweaking the mod one more time before I upload it so that I can more easily support this in the future 🤔. The scope creep is real, haha.

Posted
1 hour ago, Avayleon said:

The scope creep is real, haha.

 

And then after tracking all NPCs in the game make it alter all behaviour based on their stats! Then add dialogue to reflect that! Just joking, scope creep is always real. Better to get a smaller scope done than get burnt out halfway through. I'm looking forward to it!

Posted

Good news @johnhamm. I tweaked the data to make storing of non-player characters easier in the future. But once I did that I realized that I wasn't very far from just adding in support. So I spent a few hours to get it working tonight. I'll add some followers to my new playthrough this week and make sure it's tracking correctly.

 

Spoiler

Tracking menu

ScreenShot16.png.eb83a079891a30781c322635720e3604.png

 

Character filter in events menu

ScreenShot17.png.f37efa7cfc08a07d5d7400cd035aa80c.png

 

Posted
2 hours ago, Avayleon said:

Good news @johnhamm. I tweaked the data to make storing of non-player characters easier in the future. But once I did that I realized that I wasn't very far from just adding in support. So I spent a few hours to get it working tonight. I'll add some followers to my new playthrough this week and make sure it's tracking correctly.

 

  Reveal hidden contents

Tracking menu

ScreenShot16.png.eb83a079891a30781c322635720e3604.png

 

Character filter in events menu

ScreenShot17.png.f37efa7cfc08a07d5d7400cd035aa80c.png

 

 

That's great to hear! If you need any help with the testing I'm happy to give it a go and report any bugs. I've been guilty of throwing extremely suspect mods in mid game so I know where to find all the usual logs and whatnot

Posted
On 3/4/2024 at 3:19 AM, Avayleon said:

I apologize for the silence the past few weeks. The sort-of bad news is that there were more bugs than anticipated, and I was a victim of my own feature creep and missed my soft deadline from before. However, the good news is that I think it's code-complete as of today. With this being my first ever mod, I am a bit paranoid about releasing something that might be unacceptably buggy.

 

But my plan is:

1) I'll make a new save and play around with it for the next week. You shouldn't need a new save for this mod (though it will only record events from the point of installation), but I figure it will be the best way to double-check that everything is recording correctly.

 

2) Assuming all goes well, I'll upload the mod to this thread next weekend and get some early feedback on it.

 

3) If everything checks out, I'll then make a real mod page for it

 

The main thing I was spending time on was the ability to click into (almost) any entry to filter events based off the thing you clicked. I've attached a gif in the spoiler that shows what I mean. I first click on the Redguard race so that you see all events with a Redguard. I then clear the filter and repeat it with Female / Creature Partners. I am pretty happy with it, and hopefully y'all will be too.

  Hide contents

GIF3-3-20247-32-47PM.gif.017e963395e3cb3501a80b852c4a4862.gif

 

I am lucky in that this mod was almost entirely script-based, and I am a programmer for my day job so it was a pretty natural fit. That being said, it was still pretty painful to learn how it all works, just like you are describing. But having that background helped make things a bit less overwhelming when I already knew the ins and outs of general code-writing. But to answer your question the best that I can, I'll drop what I did in the spoiler.

 

  Hide contents

My general methodology was to try to bite off the smallest piece of the problem at a time without letting my ambition get too far ahead of my current (lack of) ability. I started by modifying scripts in other people's mods. I fixed a few bugs in PSQ that had been bugging me for a long time, among other things. This helped me learn how to compile scripts and the general way that Papyrus works before I ever even opened the CK. In fact, to this day the CK is still daunting to me and I open it the least amount that I possibly have to....

 

From there, I had learned how to crudely debug a script, how MCM menus kind of worked, how scripts load other scripts, and a bit more. And so to make this mod, it then became mostly a matter of figuring out what I needed to do next, e.g. "run a function on load", or "hook into a SexLab event", or "how to store the data". The best way to figure each thing out was honestly to just open up somebody else's mod and seeing what they did. Because I have been playing this game for a long time, I had a reasonably good idea of which mods I should look at that I knew must be doing something similar to what I wanted. Shout out to the many other incredible modders who provide source code with their mods. In particular, I found Apropos2's source code to be relatively easy to read, but ambitious enough in scope that there was a lot I could learn from.

 

It wasn't all reading other people's mods, though. My favorite single resource is UESP's list of papyrus functions page. A good ctrl+f on that could often get me started in the right direction, and there are other good articles on UESP too. Another good resource is the SkyrimScripting YouTube channel. I don't usually enjoy learning by watching videos- I'd rather read things instead. But sometimes you just can't find what you're looking for and these videos got me unstuck a couple of times.

 

 

I think it would probably be practical. For my own use-case, I only cared about player data and the way that I'm storing the data is somewhat incompatible with adding additional actors.... But there are probably a lot of people who would appreciate the ability to track specific NPCs. It might be worth tweaking the mod one more time before I upload it so that I can more easily support this in the future 🤔. The scope creep is real, haha.

 

Truly, thank you so much for sharing this! I'm looking forward to testing your mod!

 

Posted (edited)

It's been working well for me this week, so I suppose it's time to share the mod and hope I haven't forgotten anything. Obligatory reminder to keep a previous save.

 

The incomplete list of things that could warrant testing:

- When a sex act ends, a new entry should show up in the MCM menu.

- The various counts and statistics should update to reflect this new data.

- You can delete a sex entry by clicking on it in the Chronological view. This can be handy if an animation bugged out for any reason, or you just didn't mean to start one and want to purge it.

- You can use the top filters to paginate and exclude / include appropriate events and data.

- Clicking on (most) rows outside of the Chronological view will apply a filter for those events. Clicking on this filter will remove it. e.g. Clicking on Redguard from the Statistics menu will show only events with a Redguard and clicking on it again will remove the filter.

- NPCs can be included and excluded from being tracked by the mod.

- Your data can be exported as JSON. Admittedly, I'm not sure how many people will be interested in this. But I wanted to allow people the ability to use the data without the limitations of the MCM menu if they so desired.

 

Please note that, though it's not strictly required, I did make the mod with the Wider MCM Menu in mind, so consider it a soft requirement. It will enhance the usability of this mod (and, in my opinion, many other MCM menus too)

 

My version of Skyrim AE is not the very latest. I'm running 1.6.640 still. But hopefully that's not an issue for anybody running a newer version. Only one way to find out though.... Thank you to all who assist in testing.

 

For the adventurous, the source code is on GitHub and I am putting it into the public domain. Any aspect of this mod can be freely used by anyone for any reason.


Edit: Removed due to a bug and incompatibility with the next release. Download it from this post

Edited by Avayleon
Posted (edited)

Installing on Skyrim LE. I'll let you know how it works for me.

 

So it doesn't work with LE. Must be SE or AE only.

Edited by Sir Walter Ratleigh
Posted (edited)

It dawned on me today that I forgot to include the translation files with the last upload, so all of the messaging looks like $SLDD_SomeThing. Rookie mistake. I've included them in this one and will delete the last upload.

 

On 3/10/2024 at 8:18 AM, Sir Walter Ratleigh said:

Installing on Skyrim LE. I'll let you know how it works for me.

 

So it doesn't work with LE. Must be SE or AE only.

Thank you for trying. I am not too surprised that it doesn't work. My SKSE plugin is built with CommonLibSSE NG which I don't think supports LE. However, the plugin doesn't use super extensive use of SKSE functions and is mostly just a way to run much faster C++ code rather than Papyrus. So hopefully it will be rather easy to port it to LE at a later date 🤞.
 

Edit: Removed due to a bug and incompatibility with the next release. Download it from this post

Edited by Avayleon
Posted (edited)
On 3/11/2024 at 7:11 AM, Avayleon said:

It dawned on me today that I forgot to include the translation files with the last upload, so all of the messaging looks like $SLDD_SomeThing. Rookie mistake. I've included them in this one and will delete the last upload.

 

Thank you for trying. I am not too surprised that it doesn't work. My SKSE plugin is built with CommonLibSSE NG which I don't think supports LE. However, the plugin doesn't use super extensive use of SKSE functions and is mostly just a way to run much faster C++ code rather than Papyrus. So hopefully it will be rather easy to port it to LE at a later date 🤞.

SexLab Dirty Diary RC-2.7z 587.76 kB · 4 downloads

 

I installed this and LOOT gave me a warning that said: This plugin contains records that have FormIDs outside the valid range for an ESL plugin. Using this plugin will cause irreversible damage to your game saves.

 

I looked into it a little it's caused by the me being on 1.5.97, apparently they raised the formID limit on esl flagged plugins in AE. I unflagged it using xedit and the warning went away, not sure if thats the proper way to do that but I guess I'll find out.

 

EDIT: alright maybe there are other issues with 1.5.97. Nothing was happening when I tried to test out the mod, actors wouldn't register and I also wasn't being tracked. The MCM loaded and I could interact with it, and when I clicked debug mode a message appeared in the console saying that debug was enabled, but nothing else happened. I got this message in my MO2 warnings: 

Spoiler

You have one or more script extender plugins which failed to load!

 

If you want this notification to go away, here are some steps you can take:

• Look for updates to the mod or the specific plugin included in the mod.

• Disable the mod containing the plugin.

• Hide or delete the plugin from the mod.

 

To refresh the script extender logs, you will need to run the game and/or editor again!

 

The failed plugins are:

• Couldn't load DirtyDiary.dll (SexLab Dirty Diary RC). A dependency DLL could not be found (code 126).

Apparently that's usually due to a version mismatch from a quick search

Edited by johnhamm
Posted (edited)
17 hours ago, johnhamm said:

I installed this and LOOT gave me a warning that said: This plugin contains records that have FormIDs outside the valid range for an ESL plugin. Using this plugin will cause irreversible damage to your game saves.

 

I looked into it a little it's caused by the me being on 1.5.97, apparently they raised the formID limit on esl flagged plugins in AE. I unflagged it using xedit and the warning went away, not sure if thats the proper way to do that but I guess I'll find out.

That's interesting and good to know 🤔. Maybe it isn't worth trying to ESL flag this if I want to support SE and AE with the same download. I'm not knowledgeable about this but I'll look into it.
 

17 hours ago, johnhamm said:

EDIT: alright maybe there are other issues with 1.5.97.
...

Apparently that's usually due to a version mismatch from a quick search

Thank you for this information. I think I may have needed to explicitly enable SE support in my plugin when I built it. I assumed it happened automatically, but it does not appear to be the case. I have an old computer sitting around that I'll try to install an older version of Skyrim on for testing this. I'll hopefully know more relatively soon.

 

Edit / Update: As luck would have it, Ashal updated SexLab to work with 1.6.1170 tonight, so I tested on a fresh game on my old computer on the latest version of Skyrim and the mod did work for me. The bad news is that I recently changed code to exclude very short sex events from being tracked, and that code has a bug. It is unintentionally excluding sex events for the first three days that a character is created, rather than the intended effect of excluding sex events that last under three seconds. If the mod is installed on Day 4 and onward, it should still be working more or less normally.

I think I will make this 3 second cutoff configurable when I fix it in the next update. And I still intend to investigate 1.5.97 now that I've verified 1.6.1170 is working. I'll update this thread tomorrow.

Edited by Avayleon
Posted
On 3/10/2024 at 6:11 PM, Avayleon said:

It dawned on me today that I forgot to include the translation files with the last upload, so all of the messaging looks like $SLDD_SomeThing. Rookie mistake. I've included them in this one and will delete the last upload.

 

Thank you for trying. I am not too surprised that it doesn't work. My SKSE plugin is built with CommonLibSSE NG which I don't think supports LE. However, the plugin doesn't use super extensive use of SKSE functions and is mostly just a way to run much faster C++ code rather than Papyrus. So hopefully it will be rather easy to port it to LE at a later date 🤞.

SexLab Dirty Diary RC-2.7z 587.76 kB · 5 downloads

Just want to let you know, windows defender flagged this as a virus. IDK what would cause that just thought id let you know

Posted

@johnhamm I down-patched my old computer to 1.5.97, and much to my surprise, the mod worked without issues for me. Which isn't really what I was hoping for since now I don't know exactly what is going on and haven't been able to reproduce the issue. My working theory is that maybe this SKSE plugin requires a newer version of the Visual C++ Redistributable than you have installed. I don't think I do anything fancy enough to warrant a newer runtime, but maybe the SKSE tooling I use requires it. I believe that some mods like Valhalla Combat require pretty new versions and you will get the "A dependency DLL could not be found" error without it. That's what got me thinking about it.

 

If you would like to aid me in doing science, you could try installing the latest runtime from here, but I am still looking to reproduce the issue on my end as well. It just may be a few days before I can determine anything. Somewhat interestingly, I did not see the ESL-flagging warning either. But I still un-flagged the esp to be safe. It didn't seem worth keeping around.

 

 

13 hours ago, heilhobo said:

Just want to let you know, windows defender flagged this as a virus. IDK what would cause that just thought id let you know

I wonder if something changed with Windows Defender, because I was seeing people talking about it on the SexLab thread, too.

 

 

Here is a latest version of the mod which fixes the 3 day bug I mentioned in my last post. The complete changes are:

- Mod is no longer ESL flagged. If you are upgrading from an earlier version, your data will be lost in the transition (at least it was for me). Such is the life of pre-release mods, unfortunately.

- Fixed events being incorrectly ignored during the first three days that a character is created.

- Added the ability to set a minimum duration for scenes in order for them to quality for recording.

- Reduced the file size of the .dll.

 

If anybody has managed to run the mod successfully on any version of the game, I'd love to hear it. So far it's worked for me on two computers and three game versions, but that doesn't mean much unless others can do the same.

SexLab Dirty Diary RC-3.7z

Posted (edited)
1 hour ago, Avayleon said:

Somewhat interestingly, I did not see the ESL-flagging warning either

 

I got that only inside LOOT, which it is worth noting that my version is pretty outdated at this point I believe. My understanding was that the warning was removed from new loot versions because LOOT was updated to support AE,. I have a feeling that the latest LOOT versions being used with 1.5.97 don't show that warning, even though it should. That's just my best guess at why you didn't see it though. I'll try out the new version and see if it still has problems for me, maybe it was caused by me removing the esl flag

 

Edit: Good news @Avayleon, it is working! I registered a few actors, triggered a sex event, and it showed up in both of their records with all the correct data! Maybe the problem was caused by me removing the esl tag with xedit? Sorry I made you go through all that effort just for my screw up. I like that it shows the animation used as well, because sometimes I see an atrocious animation playing but I can't tell what it is to disable it, and now I have a log! I'll test it out a bit more later, I'm dead tired now because my honours supervisor doesn't know how to communicate a deadline clearly lol

Edited by johnhamm
Posted
7 hours ago, johnhamm said:

My understanding was that the warning was removed from new loot versions because LOOT was updated to support AE,. I have a feeling that the latest LOOT versions being used with 1.5.97 don't show that warning, even though it should.

I was wondering that as well. I used Wrye Bash to do the flagging quite a while ago, and my understanding is that if a mod shows up as "green" in Wrye Bash then it means it's safe to ESL flag. But when I removed the flag last night, it was no longer green. So probably during development something changed to make it no longer safe, is my guess.

 

 

7 hours ago, johnhamm said:

Sorry I made you go through all that effort just for my screw up.

I am very glad to hear that it is now working, though! The problem may have also been my fault, too. The reason why the DLL is much smaller in RC-3 is because I built it in "release" mode instead of "debug" mode. Maybe the debug mode DLL has different runtime requirements or something, too. I would like to stress that I only sort-of know what I'm doing and am learning as we go 😅

Posted

@Avayleon I had no issues with it for a little while, but for some reason now when I try to open the MCM menu it causes the game to crash. I've attached the netscript crash logs and the papyrus logs. There's a lot of spam from skyRe in the papyrus logs but that's normal. I tested it both targeting an NPC and not targeting anything, crashed both times. It happens after I click the the SLDD listing in the MCM, mid transition to showing the page. There are 5 NPCs tracked in it so far, first time im having this problem

Crash_2024_3_19_15-42-56.txt Crash_2024_3_19_14-32-24.txt Crash_2024_3_19_15-45-56.txt Papyrus.1.log Papyrus.2.log Papyrus.0.log

Posted (edited)
On 3/19/2024 at 1:50 AM, johnhamm said:

I had no issues with it for a little while, but for some reason now when I try to open the MCM menu it causes the game to crash.

Thank you for reporting this. Given that you said the crash was occurring on menu open, that narrowed down the places it could be and I found a potentially unsafe thing I was doing to load the tracked actors list. I believe I "reproduced" your issue by inserting some bad data into my save, and then I added some safeguards around it to no longer crash.

 

The bad news is that I'm not sure how the data in your save became bad to begin with. If I'm right about where it's crashing, it means that one of the actors that you are tracking has an invalid reference ID and the game is not able to look them up anymore.

 

I've attached the updated mod with the safeguard in place and I am curious if:

1) It stops crashing

2) If so, can you load the Tracked Actors screen, and does one of the actors now show up as "Unknown"?

3) If so, do you know which actor used to be tracked but no longer is? Are they added by a mod? And did this actor have events previously recorded? Or were they tracked but with no events yet?

 

If you are able to load the mod with this update but are still seeing it misbehave, opening "Mod Options", clicking "Debug Data Dump", and then attaching the SKSE log file for the mod might be helpful in troubleshooting the issue. It should be in Documents/My Games/Skyrim Special Edition/SKSE/SexLabDirtyDiary.log

 

As always, thank you for helping test!

SexLab Dirty Diary RC-4.7z

Edited by Avayleon
Posted
11 hours ago, Avayleon said:

Thank you for reporting this. Given that you said the crash was occurring on menu open, that narrowed down the places it could be and I found a potentially unsafe thing I was doing to load the tracked actors list. I believe I "reproduced" your issue by inserting some bad data into my save, and then I added some safeguards around it to no longer crash.

 

The bad news is that I'm not sure how the data in your save became bad to begin with. If I'm right about where it's crashing, it means that one of the actors that you are tracking has an invalid reference ID and the game is not able to look them up anymore.

 

I've attached the updated mod with the safeguard in place and I am curious if:

1) It stops crashing

2) If so, can you load the Tracked Actors screen, and does one of the actors now show up as "Unknown"?

3) If so, do you know which actor used to be tracked but no longer is? Are they added by a mod? And did this actor have events previously recorded? Or were they tracked but with no events yet?

 

If you are able to load the mod with this update but are still seeing it misbehave, opening "Mod Options", clicking "Debug Data Dump", and then attaching the SKSE log file for the mod might be helpful in troubleshooting the issue. It should be in Documents/My Games/Skyrim Special Edition/SKSE/SexLabDirtyDiary.log

 

As always, thank you for helping test!

SexLab Dirty Diary RC-4.7z 241.6 kB · 1 download

 

Good news, it no longer crashes, and one of the actors show up as unknown. Surprisingly to me, this was a standalone follower, esl Samus by farodadestin. I was expecting it to be a problem with lazyfollowers to be honest. They were tracked with 1 event, which is recorded completely except the NPC name. I think there was a scene that was aborted due to the gender rules I have in defeat, but I can't remember if i reloaded after that messed up defeat. Do you think the aborted scene could have caused the problem? 

 

I tested recording one event with a new NPC and it seemed to be working still. Will let you know if anything changes

SexLabDirtyDiary.log

  • 4 weeks later...
Posted

Love this mod. I wished for something like this for a decade. That it shows even the exact location surpassed my expectations.

 

I do get the "unknown" bug still. Is it only because of modded characters?

 

I'd also appreciate it if these stats could be shown on something that is a little easier to access than the mcm?

Oh and if possible, could there be a category that shows all instances of categories like anal and vaginal for the selected character?

 

I even see some potential for a seperate mod that depends on this data. Like, unlock a perk or trait when having done oral to x unique actors.

In any case, thanks for this gem.

Posted

@Avayleon I've tested your mod and it works. In fact, it's way more than what I've asked, thank you for sharing it. I really think you should move this to the mods sections of LL, it's a shame that more people don't know about this. I think it's going to be hit!

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