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Cumshot 2.3 (FINISHED, DISCONTINUED)


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Posted
39 minutes ago, Erstam said:

Nice. I didn't expect someone to build upon my mod so soon. Keep it up. I don't plan on adding more features anyway, further updates will only happen for important bug or compatibility fixes.

 

Player model usually won't update in TFC mode unless you call QueueNiNodeUpdate() on the player.

Yup, but I'm just using your own functions, in this case I just let it call Ejaculate() as usual.

Posted
9 minutes ago, Hawk9969 said:

Yup, but I'm just using your own functions, in this case I just let it call Ejaculate() as usual.

Yes, but you call your ApplyCumEffect() function after Ejaculate(), which does QueueNiNodeUpdate() - move it before the Ejaculate call, and see if it works.

Posted
1 hour ago, Erstam said:

Yes, but you call your ApplyCumEffect() function after Ejaculate(), which does QueueNiNodeUpdate() - move it before the Ejaculate call, and see if it works.

Oh my bad, I wasn't clear enough. I've a problem with cumshot rendering in TFC. The cum textures are applied just fine.

Posted
12 minutes ago, Hawk9969 said:

Oh my bad, I wasn't clear enough. I've a problem with cumshot rendering in TFC. The cum textures are applied just fine.

Hm, never had that problem, QueueNiNodeUpdate always did the trick for me.

 

Anyway, I'll be pretty busy over the weekend, so I won't be around a lot.

Posted

Is your Nexus Mod Manager up to date? It has a github page that is far more up to date than nexus's own site. (It will keep the settings of previous versions if you install it over the old)

Also, the option SE is for special edition and skyrim classic is for oldrim.

Posted
36 minutes ago, Erstam said:

Hm, never had that problem, QueueNiNodeUpdate always did the trick for me.

I'm pretty sure I had this same issue with 1.7.x, one of the reasons I didn't use it much.

Posted
20 hours ago, TheOneSin said:

For some reason, the version 2.02 won't install on nexus mod manager. Has to be something with the fomod.

Hm, I could use some help here. I'm pretty new to writing Fomod installers, and I followed this tutorial to get started. I'm using MO for Oldrim and MO2 for SE, and in both programs the installer works for me without problems. However, there was one person who had MO crash when trying to install Cumshot 2.0.1. For 2.0.2 I made some slight changes to info.xml after comparing it to other installers on Nexus (removed the MachineVersion, and put the url into one line). But it still doesn't seem to be compatible with every program out there. If someone could point me to a fatal flaw in my installer, I would appreciate it.

 

19 hours ago, wtf823isthis said:

So can you add the functionality of Cum on Anything in this mod?

So everytime it ejaculates, it will shoot in the direction where the schlong is pointing and adds cum textures to this area.

Basically no, for different reasons:

 

Cumshot is aiming for a (somewhat) realistic style. Having actors paint whole rooms with their cum is not what I'm going for.

 

You can already achieve the effect to a degree by using Projectiles Mode (they leave cum splashes on the ground and on objects) and Hawk9969's addon (for cum overlays on actors).

 

The technical side - SexLab decides by animation type what cum texture to apply. However, getting projectiles to cause location specific cum stains on actors is practically impossible in the engine. Flat cum stains aren't as easy to show on actors like arrows or ice spikes. Projectile effects don't stick to the mesh, but to Havok joints, and in most cases would either be hidden beneath the mesh, or floating in the air. I tried it during development, it didn't work.

Posted
On 1/17/2019 at 8:19 PM, Erstam said:

EDIT: Most likely the whole initialization did not happen (you probably have an empty pages array, and of course the frameworks won't be detected as well). I recommend to uninstall Cumshot, clean your save, and install again.

I tried that as the first solution. Even when I start a new game with my current mods, it's the same deal. I have the main cumshot menu, but no sub-menus and it doesn't detect sexlab. So I'm in the process of eliminating mods one by one until I find the culprit. It's a lenghty process tho.

Posted
Spoiler
Quote


Update notes:

If you've been using SexLab Cumshot 1.x, delete or remove it, and install Cumshot 2.0. It's basically a new mod - that way the old data will be properly cleared. After loading a game, wait for the MCM to update (it may require a save and reload). Don't click on the old "SexLab Cumshot" entry, it will crash your game. After the MCM has updated, the old entry will be gone and a new one named "Cumshot" will appear.

 

I played well with it but i got crash after try to restart the game.

Posted
Quote

Is your Nexus Mod Manager up to date? It has a github page that is far more up to date than nexus's own site. (It will keep the settings of previous versions if you install it over the old)

Also, the option SE is for special edition and skyrim classic is for oldrim.

Ok i got an old version of manager ,  i will try instal it manually.

Where is the setting stuff?

Posted
8 hours ago, 3feetDonger said:

I tried that as the first solution. Even when I start a new game with my current mods, it's the same deal. I have the main cumshot menu, but no sub-menus and it doesn't detect sexlab. So I'm in the process of eliminating mods one by one until I find the culprit. It's a lenghty process tho.

You didn't try to rename the esp back to "SexLab Cumshot.esp", did you? Don't do that. I renamed the esp on purpose, for the sake of painless updating, to make the game automatically clear all old data. It's basically a new mod.

 

EDIT - Nope, scratch that. That wouldn't be an issue on a new game. Other than CumshotSL.esp then being unable to find its Cumshot.esp master.

Posted
12 hours ago, COLOCO said:

Ok i got an old version of manager ,  i will try instal it manually.

Where is the setting stuff?

The 2 overlapping gears icon at the top is the settings.

Posted

Thank you for update. I didn't have problem with too early redressing at all but 2.0+ versions gives me a late ejaculation of NPCs. I'm using Sexlab orgasm settings. I think I don't understand well your description about ejaculation slider. By default it is set on 3 something. You said that the best set is 5. I tried moving the slider on the lowest point and above 5. NPCs still ejaculate at the very end of orgasm scene. Any idea how to make it work because the version before 2.0+ worked without the problem.

 

Edit. Problem solved with re installation of Sexlab 1.62 and the mod.

Posted

I did some new extra changes to better control orgasm on input with Cumshot. This is an increment of 

 

  1. Added the ability to disable Sexlab's automatic orgasm through the MCM. Sexlab orgasm will no longer trigger if the scene has the player and at least one human male or a human female with an equippable schlong. NPC scenes will still trigger orgasm on the last stage aswell as a player scene with no human males and no human females with schlongs.
  2. You can now disable camera shake on orgasm from the MCM without having to disable "Ending orgasm effects".
  3. You can now disable orgasm sound from the MCM without having to disable "Ending orgasm effects".
  4. Added the ability to set the behavior for apply cum on both manual cumshot and apply cum hotkeys. You can choose between triggering a Sexlab orgasm and just applying cum effects and playing the "Hot" voice.

Unfortunately, to mess with Sexlab's default orgasm events I had to edit and recompile both "sslThreadController" and "sslActorAlias". If you have a mod that changes those scripts. you can override the scripts I've included. but make sure to not disable orgasm nor use "Trigger Orgasm" for the hotkeys.

 

I also couldn't manage to find why none of the cumshot methods will render in TFC. If I start the cumshot and then switch to TFC, it continues to render normally until the end of the cumshot. I did also try to cast other spells while in TFC and their projectiles were rendered just fine. I'm puzzled.

 

EDIT 22/01/2019: Uploaded a new version with some fixes.

 

 

 

Posted
On 1/20/2019 at 9:21 AM, Erstam said:

You didn't try to rename the esp back to "SexLab Cumshot.esp", did you? Don't do that. I renamed the esp on purpose, for the sake of painless updating, to make the game automatically clear all old data. It's basically a new mod.

 

EDIT - Nope, scratch that. That wouldn't be an issue on a new game. Other than CumshotSL.esp then being unable to find its Cumshot.esp master.

Ok, so bad news is I wasted a lot of time by disabling and enabling mods 1 by 1 and that did not help. Good news (and shame on me that i didn't try this sooner) is that the solution was rather simple - I put the .esps almost at the top of my load order and it worked, so if anyone has a similar problem, this might help. Thank you for all your help and thanks for a great mod sir! (or madam)

  • 2 weeks later...
Posted

hi

 

I have a small problem with this mod. When I select in options Drop, each Drop creates its own script, they are not removed quickly enough. The effect is that hundreds of them are quickly made and they all function as active scripts. Papyrus can not handle this and lag arises. Changing settings Papyrus does not add anything, these scripts are just too much. Could you add options for cleaning data connected to scripts, or options to set the time for how long the effects should be visible (after that time the scripts would be removed). Manually removing these scripts saved my game. I had almost a thousand of them ...?

 

I use this tool:

https://www.nexusmods.com/skyrimspecialedition/mods/5031

 

 

"Drop objects mode:

This mode, while being the most versatile of all, will cause short spikes of high script usage during ejaculation. If you set cum amount to very high values, you may experience script lag, or even stack dumps if Papyrus is already stressed by other mods. It all depends on your computer, and on the mods you have installed." ....  yeah, now I've noticed it ... I am asking you to add such options (cleaning).

Posted
2 hours ago, Danek said:

hi

 

I have a small problem with this mod. When I select in options Drop, each Drop creates its own script, they are not removed quickly enough. The effect is that hundreds of them are quickly made and they all function as active scripts. Papyrus can not handle this and lag arises. Changing settings Papyrus does not add anything, these scripts are just too much. Could you add options for cleaning data connected to scripts, or options to set the time for how long the effects should be visible (after that time the scripts would be removed). Manually removing these scripts saved my game. I had almost a thousand of them ...?

 

I use this tool:

https://www.nexusmods.com/skyrimspecialedition/mods/5031

 

 

"Drop objects mode:

This mode, while being the most versatile of all, will cause short spikes of high script usage during ejaculation. If you set cum amount to very high values, you may experience script lag, or even stack dumps if Papyrus is already stressed by other mods. It all depends on your computer, and on the mods you have installed." ....  yeah, now I've noticed it ... I am asking you to add such options (cleaning).

Unfortunately each drop needs to have its own script on it to allow for parallel processing. If everything would be executed sequentially in a loop, the drops couldn't be launched fast enough.

 

Whether Papyrus can handle the load in your game depends on how powerful your machine is, and how much Papyrus is already stressed by scripts from other mods. My own computer is only low to mid range (as of today's standards), and in my testing with Skyrim SE I never got stack dumps in the log (that's the sign that Papyrus is overloaded). On Oldrim it happened occasionally - only with very high cum amount, and at a custom home in the exterior world that makes my fps tank anyway, and where a lot is going on script-wise.

 

So it shouldn't be a problem for most people, in most scenarios. If your game can't handle it, sorry for you, but there's nothing I can do. I've optimized the hell out of the scripts, their imprint can't be reduced any further. You need to use a different ejaculation mode, or see if you have other mods that take a lot of script processing time.

 

Drops are removed after 1.5 seconds. After a drop has launched, the script on it is inactive and waits for a timed update event, where it simply disables and deletes the drop, which also removes the script process from the Papyrus VM. I think that's a sensible time. Cleaning stuck scripts can only be done through external tools, not ingame.

Posted
19 minutes ago, Erstam said:

Unfortunately each drop needs to have its own script on it to allow for parallel processing. If everything would be executed sequentially in a loop, the drops couldn't be launched fast enough.

 

Whether Papyrus can handle the load in your game depends on how powerful your machine is, and how much Papyrus is already stressed by scripts from other mods. My own computer is only low to mid range (as of today's standards), and in my testing with Skyrim SE I never got stack dumps in the log (that's the sign that Papyrus is overloaded). On Oldrim it happened occasionally - only with very high cum amount, and at a custom home in the exterior world that makes my fps tank anyway, and where a lot is going on script-wise.

 

So it shouldn't be a problem for most people, in most scenarios. If your game can't handle it, sorry for you, but there's nothing I can do. I've optimized the hell out of the scripts, their imprint can't be reduced any further. You need to use a different ejaculation mode, or see if you have other mods that take a lot of script processing time.

 

Drops are removed after 1.5 seconds. After a drop has launched, the script on it is inactive and waits for a timed update event, where it simply disables and deletes the drop, which also removes the script process from the Papyrus VM. I think that's a sensible time. Cleaning stuck scripts can only be done through external tools, not ingame.

OK thank you for your answer. I tested a little more. Normally the mod removes these active scripts quite quickly, however, when I set the cumshot strength to 10, scripts sometimes remain active. ehh ... I have a lot of mods with scripts and apparently papyrus can not deal with everything ... I will review other mods and limit the number of scripts. By the way ... super mod, thank you.

Posted

To either Hawk or Erstram:

 

Might consider adding this line:

    ElseIf animation.HasTag("Aircum") || animation.HasTag("CumOutside") || animation.HasTag("Facial")  ; external
        showEjac = True
        Main.DebugMessage(aName + "'s ejaculation supposed to be visible")

 So that SLATE users/tag editors have an easy way to tell CS to show ejaculation.

 

(I'm trying to compile this myself, but I don't have SAM, and whatever else it needs).

 

EDIT: (didn't want to double post)

The reason I need this function is because I'm encountering a bug.  See screenshot.

Spoiler

27065594_enb2019_02_0308_08_29_36.jpg.683ce0ac1cfd9abfd19a444bb821da8b.jpg

 

This only happens on pages 3+.  Pages 1 and 2 display correctly.

 

Thanks!

Posted
3 hours ago, Seijin8 said:

To either Hawk or Erstram:

 

Might consider adding this line:


    ElseIf animation.HasTag("Aircum") || animation.HasTag("CumOutside") || animation.HasTag("Facial")  ; external
        showEjac = True
        Main.DebugMessage(aName + "'s ejaculation supposed to be visible")

 So that SLATE users/tag editors have an easy way to tell CS to show ejaculation.

 

(I'm trying to compile this myself, but I don't have SAM, and whatever else it needs).

 

EDIT: (didn't want to double post)

The reason I need this function is because I'm encountering a bug.  See screenshot.

  Reveal hidden contents

27065594_enb2019_02_0308_08_29_36.jpg.683ce0ac1cfd9abfd19a444bb821da8b.jpg

 

This only happens on pages 3+.  Pages 1 and 2 display correctly.

 

Thanks!

Thanks for the heads up. I haven't heard of SLATE before, and I'm sure that these tags haven't been part of the original SexLab framework. But they are really useful to prevent having to create custom rules for a lot of animations. I'll add the condition next time I update Cumshot.

 

How many animations do you have installed? Cumshot supports up to five pages with 120 animations on each page, that's a total of 600. Well, back in those days, I never thought that someone would have such a huge library. Looks like I'll need to update the code... what's the max number of animations supported by SexLab now?

 

Btw, according to your screenshot, Cumshot thinks that the highlighted animation would be a mass orgy with about 200 actors, lol...

Posted
45 minutes ago, Erstam said:

Thanks for the heads up. I haven't heard of SLATE before, and I'm sure that these tags haven't been part of the original SexLab framework. But they are really useful to prevent having to create custom rules for a lot of animations. I'll add the condition next time I update Cumshot.

 

How many animations do you have installed? Cumshot supports up to five pages with 120 animations on each page, that's a total of 600. Well, back in those days, I never thought that someone would have such a huge library. Looks like I'll need to update the code... what's the max number of animations supported by SexLab now?

 

Btw, according to your screenshot, Cumshot thinks that the highlighted animation would be a mass orgy with about 200 actors, lol...

According to SL Anim Loader: 467 human, 588 creature.  (There is a patch that raises Sexlab's max count to 750 each, and I am using that).  Given that CS2 doesn't handle creature anims (that I'm aware of), the 600 anim limit might still be viable if it is not trying to handle both sets.

 

Thanks for the quick reply.  Looking forward to the next update!

 

 

Posted

Updated to version 2.0.3

 

Credits go to Seijin8 for suggestions and pointing out bugs.

 

- Additional check for some SLATE tags to decide if an ejaculation will be visible
- Fixed a bug in the SexLab Animations subpage that showed invalid data when many animations are installed
- Raised limit of SexLab animations handled in the MCM to 750

 

Honestly I'm surprised that no one has reported that MCM bug so far. It must have been there for years.

Posted
26 minutes ago, Erstam said:

Updated to version 2.0.3

 

Credits go to Seijin8 for suggestions and pointing out bugs.

 

- Additional check for some SLATE tags to decide if an ejaculation will be visible
- Fixed a bug in the SexLab Animations subpage that showed invalid data when many animations are installed
- Raised limit of SexLab animations handled in the MCM to 750

 

Honestly I'm surprised that no one has reported that MCM bug so far. It must have been there for years.

Thank you so much!

 

BTW: I used v1.7.2 extensively until v2 came out, and I never encountered that invalid data bug before, even with four pages of animations.  Skyrim sorcery maybe.

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