swmas Posted December 3, 2014 Posted December 3, 2014 Hotfix: v1.6 beta 3 I just noticed that a script file was missing from the beta 2 archive: SLCRegEventsScript.pex. A new archive (beta 3) has been uploaded that contains the missing file. Those of you who simply installed beta 2 over a previous version are not affected, because the file had been there before. But if you have installed Cumshot for the first time, or have cleaned the mod folder when updating (MO users), Cumshot wouldn't properly initialize when loading a savegame. Sorry for that, I hope that adding the script again will fix the mod and that you won't have to cleansave. But hey, that's why it's called a beta, right? Why did it work for me? I started a new game with this mod and it worked. Also before installing I completely removed the previous version so there was no files left.
SaiyanHeretic Posted December 3, 2014 Posted December 3, 2014 What if the cumshot is made an arrow projectile with short range and high gravity? I had this Idea a long time ago - attach an invisible projectile weapon (bow or crossbow type) instead of the animated cumshot mesh, and make the spurts actual projectiles, like bolts or arrows. This would make them react properly to gravity as well. But it didn't work out. Moving the weapon nodes is possible (see Nipple Magic), but there's too much hardcoded stuff in Skyrim when it comes to combat mechanics. First, the invisible "cum launcher" would replace your equipped weapon(s). And how to send the necessary animation events to the launcher without making the character perform the bow or crossbow shooting animation? Sadly this remains a pipe dream, a hypothetical Cumshot 2.0 that will probably never see the light of day. I've never tried the nipple magic thing, but theoretically, penis magic should be possible too, yes? If the cumshot is a spell instead of a bolt/arrow, then that negates the need to equip a hidden (cross)bow. The final sex anim could stand-in for casting. And I think I saw something in CK options about making projectile spells have short range. Anyway, thanks for humoring me. =)
Erstam Posted December 4, 2014 Author Posted December 4, 2014 Going to sound odd, and possibly a stretch but, could it be possible to add support for creatures by chance? Thas was something I planned to add in 1.6 too. Cumshots are positioned through NetImmerse Override functions now, and that would make it easy to adjust the mesh to the different creature models and skeletons. But then I hit a brick wall on the CK side. I wanted to add general creature support, for vanilla creatures as well as for creatures from DLCs and mods, known and unknown. But the cumshot is equipped as an armor piece, and you have to define explicitly in the CK what races can equip this armor. There are no script functions that can add to this list. That means, I would have to restrict support to vanilla creatures, or provide different versions of the .esp for all combinations of DLCs and more well-known mods that add creatures. It would become very unwieldy, so I canned it for now. Hotfix: v1.6 beta 3 I just noticed that a script file was missing from the beta 2 archive: SLCRegEventsScript.pex. A new archive (beta 3) has been uploaded that contains the missing file. Those of you who simply installed beta 2 over a previous version are not affected, because the file had been there before. But if you have installed Cumshot for the first time, or have cleaned the mod folder when updating (MO users), Cumshot wouldn't properly initialize when loading a savegame. Sorry for that, I hope that adding the script again will fix the mod and that you won't have to cleansave. But hey, that's why it's called a beta, right? Why did it work for me? I started a new game with this mod and it worked. Also before installing I completely removed the previous version so there was no files left. Well it would work for the first time Cumshot is activated on a game. Once you save with Cumshot active, and then load that save, it will break if the script isn't present. And if you're using MO, it's still possible that you have a copy of the file somewhere else: in the real Data\Scripts directory, in another mod folder, or in Overwrite.
swmas Posted December 4, 2014 Posted December 4, 2014 Well it would work for the first time Cumshot is activated on a game. Once you save with Cumshot active, and then load that save, it will break if the script isn't present. And if you're using MO, it's still possible that you have a copy of the file somewhere else: in the real Data\Scripts directory, in another mod folder, or in Overwrite. I loaded a save and it still worked, I uninstalled it with wrye bash I don't have MO. I'm gonna check now to see if I have that file though.
Amber Fletcher Posted December 4, 2014 Posted December 4, 2014 Going to sound odd, and possibly a stretch but, could it be possible to add support for creatures by chance? Thas was something I planned to add in 1.6 too. Cumshots are positioned through NetImmerse Override functions now, and that would make it easy to adjust the mesh to the different creature models and skeletons. But then I hit a brick wall on the CK side. I wanted to add general creature support, for vanilla creatures as well as for creatures from DLCs and mods, known and unknown. But the cumshot is equipped as an armor piece, and you have to define explicitly in the CK what races can equip this armor. There are no script functions that can add to this list. That means, I would have to restrict support to vanilla creatures, or provide different versions of the .esp for all combinations of DLCs and more well-known mods that add creatures. It would become very unwieldy, so I canned it for now. Hotfix: v1.6 beta 3 I just noticed that a script file was missing from the beta 2 archive: SLCRegEventsScript.pex. A new archive (beta 3) has been uploaded that contains the missing file. Those of you who simply installed beta 2 over a previous version are not affected, because the file had been there before. But if you have installed Cumshot for the first time, or have cleaned the mod folder when updating (MO users), Cumshot wouldn't properly initialize when loading a savegame. Sorry for that, I hope that adding the script again will fix the mod and that you won't have to cleansave. But hey, that's why it's called a beta, right? Why did it work for me? I started a new game with this mod and it worked. Also before installing I completely removed the previous version so there was no files left. Well it would work for the first time Cumshot is activated on a game. Once you save with Cumshot active, and then load that save, it will break if the script isn't present. And if you're using MO, it's still possible that you have a copy of the file somewhere else: in the real Data\Scripts directory, in another mod folder, or in Overwrite. Sorry to hear that, hopefully you can work something out with it in a later update then instead
swmas Posted December 4, 2014 Posted December 4, 2014 Beta 2 confirmed to work for me. I compared beta 2 and 3 in wrye bash and it says I'm missing that pex file and a readme file and also that the esp's are different. How are they different you said you only added the missing file? I didn't install the beta 3 in fear of breaking the cumshot, I'll update when there are more significant changes.
Erstam Posted December 4, 2014 Author Posted December 4, 2014 Beta 2 confirmed to work for me. I compared beta 2 and 3 in wrye bash and it says I'm missing that pex file and a readme file and also that the esp's are different. How are they different you said you only added the missing file? I didn't install the beta 3 in fear of breaking the cumshot, I'll update when there are more significant changes. I only changed the description in the esp's header, it doesn't call itself a beta anymore. Apart from that, the plugin is the same as in beta 2, and will most likely stay like that when I declare v1.6 as final next Monday.
swmas Posted December 4, 2014 Posted December 4, 2014 Yea this plugin is great. It should be included in sexlab out of the box.
Erstam Posted December 8, 2014 Author Posted December 8, 2014 Reuploaded v1.6 as final and removed v1.5.2. Nothing has changed, you don't need to download again if you're using beta 3.
germanicus Posted December 8, 2014 Posted December 8, 2014 Erstam - one question for you since I do not know is this related to your mod or SexLab: In previous versions (before 1.6) there was a trace of cum after sex on the head of the penis. Now, that trace is gone. it's not a big deal, but I used to see it before and now I kind of miss it. Is there a way to fix it?
Erstam Posted December 8, 2014 Author Posted December 8, 2014 Erstam - one question for you since I do not know is this related to your mod or SexLab: In previous versions (before 1.6) there was a trace of cum after sex on the head of the penis. Now, that trace is gone. it's not a big deal, but I used to see it before and now I kind of miss it. Is there a way to fix it? You mean the final drip? It's still there for me. Check the MCM options, maybe you've turned it off.
germanicus Posted December 8, 2014 Posted December 8, 2014 No, it is not a final drip. I have that. After my PC finsich sex he still has some wthie sperm spots on the top of his cock head and it stands there for some time after the sex.
Erstam Posted December 8, 2014 Author Posted December 8, 2014 Maybe the cumshots are better aligned now and the mesh isn't poking through anymore when it's not supposed to. I readjusted the position for all body and penis shapes when I switched to the new NetImmerse Override based system.
germanicus Posted December 8, 2014 Posted December 8, 2014 I see. Thank you for explanation. I didn't know how much I miss this effect after it's gone.
Erstam Posted December 11, 2014 Author Posted December 11, 2014 A German translation patch has been added, thanks to Verodor. You still need the English version 1.6. Overwrite the files when asked, or put it after the main Cumshot mod in the install order.
Deathbydestiny Posted December 16, 2014 Posted December 16, 2014 Hey Erstram, I have a question in regards to another post I made. It's about the 1.6 release of your mod and it was pointed out to me that it could be the cause of some stack dumping i'm getting. You can see the post here http://www.loverslab.com/topic/16623-skyrim-sexlab-sex-animation-framework-v159c-updated-oct-3rd/?p=1017773
Erstam Posted December 16, 2014 Author Posted December 16, 2014 Hey Erstram, I have a question in regards to another post I made. It's about the 1.6 release of your mod and it was pointed out to me that it could be the cause of some stack dumping i'm getting. You can see the post here http://www.loverslab.com/topic/16623-skyrim-sexlab-sex-animation-framework-v159c-updated-oct-3rd/?p=1017773 Hm, there are tons of stack dumps in your log, not only from Cumshot scripts, but also from SexLab and other mods. Yes, many of them come from my OnCrosshairRefChange() handler. That's because these events are generated a lot, but normally they're processed quickly and don't add up like in your game. Massive stack dumps like this are usually a sign that Papyrus as a whole is overloaded, or that you've done tweaks to your Papyrus settings in Skyrim.ini that are way over the top. There was a discussion on the official Bethesda forums about this, and the conclusion was that increasing the defaults too much can actually degrade script performance, and lead to frequent stack dumps, like your log shows. See also this CK wiki page for more information. These are my own settings which have been working fine for me for many months now: [Papyrus] fUpdateBudgetMS=8.0 fExtraTaskletBudgetMS=8.0 fPostLoadUpdateTimeMS=1000.0 iMinMemoryPageSize=256 iMaxMemoryPageSize=512 iMaxAllocatedMemoryBytes=153600 bEnableLogging=1 bEnableTrace=1 bLoadDebugInformation=1
Deathbydestiny Posted December 16, 2014 Posted December 16, 2014 Ahh I see, so it may not be a mod specifically but just script overload? I have never tweaked any settings like that before but if what you post will give it some more room to work than i'll give it a go.
Trollheim Posted December 18, 2014 Posted December 18, 2014 I'm having a problem as when i try to play as a female char my game crash after i installed cumshot and squriting mod i have no ide what is making it do it cause it worked like a sharm befor dident have any fps drops or anything but now everytime i try to play the game with these to mods in it crashes even if they are almost the only ones. plizz help
Erstam Posted December 18, 2014 Author Posted December 18, 2014 I'm having a problem as when i try to play as a female char my game crash after i installed cumshot and squriting mod i have no ide what is making it do it cause it worked like a sharm befor dident have any fps drops or anything but now everytime i try to play the game with these to mods in it crashes even if they are almost the only ones. plizz help No idea. You're the only one who reported this problem so far. I need more information. Does it also crash when you only install Cumshot, but not Squirt? When exactly does it crash? Before the main menu? At the loading screen? Right after getting ingame? When an ejaculation is supposed to start? In case it's the latter, do you use a female skeleton that has the SOS bones? I recommend the latest XPMSE.
Trollheim Posted December 19, 2014 Posted December 19, 2014 it happens everytime i try to make a female char and its happens even when i only have one of them installed, i have all the mods i need but still it crashes try to change to female i char making screen then the game just crash. sry im not good at explaning stuff that i dont now much about
Erstam Posted December 19, 2014 Author Posted December 19, 2014 it happens everytime i try to make a female char and its happens even when i only have one of them installed, i have all the mods i need but still it crashes try to change to female i char making screen then the game just crash. sry im not good at explaning stuff that i dont now much about I don't think that either Squirt or Cumshot is the cause. These mods don't do anything at character creation, nor do they overwrite any essential assets. If your game only crashes when you're making a female character, I think it's a case of missing or incompatible resources. Crashes can have a lot of possible causes, but skeleton issues are a common case in modded games. Do you use a custom race? Some custom races use their own skeletons, and if you're using SOS, the female skeleton included in the race mod might not be prepared for that. Well, this is only a guess. If you want to find the real cause behind the CTDs, start a new game, and add your mods one by one until it starts crashing.
PFK Posted December 22, 2014 Posted December 22, 2014 I found an error after installing version 1.6 (in my papyrus-log): warning: Variable SAM on script slcumshotscript has an invalid type SAM_QuestScript loaded from save. This variable will be skipped. but the mod seems to work properly.
Erstam Posted December 22, 2014 Author Posted December 22, 2014 I found an error after installing version 1.6 (in my papyrus-log): warning: Variable SAM on script slcumshotscript has an invalid type SAM_QuestScript loaded from save. This variable will be skipped. but the mod seems to work properly. You might get this warning if you don't have SAM installed. Don't worry, in that case the variable won't be used anyway. It doesn't appear in my game, though. Did you have SAM installed at some point and then removed it again?
PFK Posted December 22, 2014 Posted December 22, 2014 I found an error after installing version 1.6 (in my papyrus-log): warning: Variable SAM on script slcumshotscript has an invalid type SAM_QuestScript loaded from save. This variable will be skipped. but the mod seems to work properly. You might get this warning if you don't have SAM installed. Don't worry, in that case the variable won't be used anyway. It doesn't appear in my game, though. Did you have SAM installed at some point and then removed it again? thanks for the reply. I never installed S.A.M. in my game. I have just the latest version of SOS.
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