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SES2 - Preview Release


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Posted
On 7/12/2024 at 7:54 PM, kaxat said:

 

That's a great idea. There should not be much in the way of unintended side effects. You are putting your custom faction in the same class as soldiers, who rarely if ever get enslaved.

 

 

That would also work. At least in theory. Obviously I have not tested your code. So long as your faction ID does not include a space like it does in your example.

 

 

Unfortunately no. That is basically an entirely different mod. Even in the Reloaded enforcer that code was basically an entire separate branch from the outfit code. I did not want to rebuild all of that. It is not a feature I would use.

Appreciate the response. As an FYI to the first point I have been playing around with things and adding the faction to the warrior group worked well. The approach were I added “Keyword = SESNeverEnslave|NONE|CUSTOM FACTION|NONE|-C” caused a strange issue were some members of the faction did get enslaved but I think that was because those individuals were also in other factions that had variable percentages (merchants) and those lines were lower in the distri file. I’ll keep tweaking it. Probably just need to add an exclusion for that faction in any enslave lines to safe (which would take 2 minutes max).


To the last point I’ll just have to build an outfit list that distributes shoes and other things (obviously Adrienne needs boots, a belt and a handkerchief around her neck…. for immersion, not because I have a thing obviously). I’ll share it once I get the time to build it in case anyone else wants the same setup.

 

Thanks for putting all this together. I spent a decent amount of time figuring out how to setup SkyFem with a male PC and now I can finally add slaverun to that setup, which was the final piece. Allows me to make all sorts of weird scenarios like Futa ruling class with pure female slave caste, plus me as the last pure male (head cannoned as a warlock that crossed over from another plane of existence). Again, much appreciated.

 

Posted

  

On 7/13/2024 at 10:25 PM, RageChaser said:

 

Thanks for the help! I messed around with it and I think I got it to only target female characters, but now the sex is really slow to get characters, and much of the time the female is dominant... ARgh! Still working on it, but I appreciate the nudge in the right direction.

 

 

I currently do not offer a way to choose animations. You can globally disable certain animations if you never wish to see them again in any mod.

 

One feature I will probably implement is the ability to make slaves victims x% of the time in the MCM. Then your SexLab aggressive filtering rules will apply.

 

On 7/13/2024 at 10:34 PM, cbeyond8027 said:

Appreciate the response. As an FYI to the first point I have been playing around with things and adding the faction to the warrior group worked well. The approach were I added “Keyword = SESNeverEnslave|NONE|CUSTOM FACTION|NONE|-C” caused a strange issue were some members of the faction did get enslaved but I think that was because those individuals were also in other factions that had variable percentages (merchants) and those lines were lower in the distri file. I’ll keep tweaking it. Probably just need to add an exclusion for that faction in any enslave lines to safe (which would take 2 minutes max).

 

 

That is odd. Please share if you find anything. The bottom of the SPID file should contain -SESNeverEnslave on most every line that applies spells or outfits.

 

I believe SPID has some advanced sorting rules in place for reading files. It is not always the top of the file that gets applied first. To my knowledge it is not documented anywhere. But the logs have led me to conclude that it attempts to detect circular logic and lines that depend on other lines.

 

On 7/13/2024 at 10:34 PM, cbeyond8027 said:

Thanks for putting all this together. I spent a decent amount of time figuring out how to setup SkyFem with a male PC and now I can finally add slaverun to that setup, which was the final piece. Allows me to make all sorts of weird scenarios like Futa ruling class with pure female slave caste, plus me as the last pure male (head cannoned as a warlock that crossed over from another plane of existence). Again, much appreciated.

 

You are welcome! I am delighted to see someone taking advantage of the customizability. Please do share your file when it is ready.

 

12 hours ago, AWHA2 said:

Seems like the male bards are getting stripped, not sure if this is a bug or there is something wrong on my end.

 

The occasional male does get stripped by my default config. If you wish for bards to be immune you could add the bard faction to the SESNeverEnslave list. Alternatively you could remove the lines that add males to the list of enslavable people.

Posted
7 hours ago, kaxat said:

The occasional male does get stripped by my default config. If you wish for bards to be immune you could add the bard faction to the SESNeverEnslave list. Alternatively you could remove the lines that add males to the list of enslavable people.

Thanks, that makes sense. I see in the .ini that you have two set of "outfits", one with the "SESAltOutfit" keyword and another with "SOC_Outfit_Female". Do the ones with the "AltOutfit" get any outfits assigned to them?

 

I thought it would be interesting to have two classes of outfits, and have DD for one class and Luxury or something else for another.

  • 2 weeks later...
Posted

My playtest is going well, so far. I started a new game. I am using Public Whore to get some of the missing elements from the other version. I went to Whiterun, spoke to the thane and was stripped, branded, and enslaved. Got my first quota of 29 in 7 days. Completed it, though by the end, in my room at the Bannered Mare, it turned into a fuckfest and I had to flee the room to try to get to the thane to report my completion. I got caught partway there by Belethor, Eldawyn from 3NPC and Uthgerd, who took turns with Lady Helvia.

 

Otherwise, I have a few people with missing feet. My follower has ankle cuffs and is naked. Eldawyn is naked but feet are missing at ankles. I did run Bodyslide on everything but I remember what you said about SPID. I did use an earlier version since I could not find the one you said you use. I think it's the version right before yours in sequence.

 

Everything else seems to be working as described and I haven't run into any other glitches or blips. It's a lot of fun so far and I look forward to future updates.

  • 2 weeks later...
Posted (edited)

@kaxat

 

Works well! I finally bothered to switch from Corsec's SPID to your setup. My Skyrim world has basically every woman enslaved save for local nobility, upper class, warriors, and jarls. All other NPCs, such as "hoors", merchants, and masters are also enslaved. All men are immune. I've edited your files where appropriate and most things look good.

 

I'm using the four-combo mods with a collar patch that changes Corsec's non-DD item distribution to only collars as well as a non-DD masterlist stripped of ZAP. There were two NPCs (Sapphire in Riften and Gerda in Whiterun) that would never equip an SES slave outfit, regardless of my setup: I tried disabling SCO, messed with its settings, and disabled my collar-only patch. Via console, I could confirm that the SES slave keyword was correctly distributed and outfit was SPID processed. If I disabled and re-enabled the actor, they'd appear completely nude afterward, confirming that they were recognized as slaves by SPID. At the end, I switched from SPID 7.1.3 to 7.2.0-RC3, which solved the issue.

 

The other issue that existed was Keerava (Argonian in Riften), weirdly enough. She holds SESHoor, SESMerchant, SESMiddleClass. She was also given an ASF_Initiator_Included keyword and lacked "+ASF_ActorBase_Included". Which meant, regardless of my settings, she'd never be given SESSlave. I ultimately decided to remove ASF_ActorBase_Included from step 3 entirely. That works out for me since I don't need ASF itself to dictate outfit change validity. But I wonder if this is a bug on your end.

 

NVM. Solved the Keerava issue by adjusting ASF_initiator_included conditions under Step 4 to more closely match my SESNeverEnslave conditions under Step 2.

Edited by Nuascura
Posted

I'm sorry and I am at a complete loss. I downloaded the Beta Version of the Slaverun Standsalone Enforcer mod and installed it via my Vortex mod manager and I do not see the esp plugin. Do I have to download the original mod? All I see in the file folder are; SES2_ASF_Devious Devices_KID, SES2_ASF_Prostitues_KID, SES2_ASF_ZAP_KID, and SES2_DISTR. And all of these files are Configuration settings. Am I missing something that is glaringly obvious? Any kind of help that can be thrown in my direction would be greatly appreciated, thank you. 

Posted
11 hours ago, PureMadness said:

I'm sorry and I am at a complete loss. I downloaded the Beta Version of the Slaverun Standsalone Enforcer mod and installed it via my Vortex mod manager and I do not see the esp plugin. Do I have to download the original mod? All I see in the file folder are; SES2_ASF_Devious Devices_KID, SES2_ASF_Prostitues_KID, SES2_ASF_ZAP_KID, and SES2_DISTR. And all of these files are Configuration settings. Am I missing something that is glaringly obvious? Any kind of help that can be thrown in my direction would be greatly appreciated, thank you. 

Keep in mind I haven't tried this mod, but I think I see the problem.

 

Using SES2 at this point is kind of like playing with a "Mr Potato Head".  I don't know if they have those where you are, but basically you take a potato or a plastic body shaped like a potato and stick things like eyes, hats, mouth, etc. into the potato or body.  So for SES2, you first need to also read the text and download all the parts from the first post.  Some parts are optional and reading the accompanying text explains what is needed and what is optional.

 

I'm sure the final version will be a single download, possibly with a fomod installer to select options.  But for now, this is the way the mod is presented.

 

Posted

@Nuascura An alternate way to address that is in the ASF ini file.

 

My vision for ASF is that during install you will be presented with some FOMOD options to choose which races and genders you want included in autonomous sex. But until then I am only distributing one file. Mine. It has comments so it is easier to modify. I exclude beast races in my scenes. Hence your dilemma. Keerava is Argonian and thus excluded by default.

 

On 8/6/2024 at 12:56 AM, PureMadness said:

I'm sorry and I am at a complete loss. I downloaded the Beta Version of the Slaverun Standsalone Enforcer mod and installed it via my Vortex mod manager and I do not see the esp plugin. Do I have to download the original mod? All I see in the file folder are; SES2_ASF_Devious Devices_KID, SES2_ASF_Prostitues_KID, SES2_ASF_ZAP_KID, and SES2_DISTR. And all of these files are Configuration settings. Am I missing something that is glaringly obvious? Any kind of help that can be thrown in my direction would be greatly appreciated, thank you. 

 

You will need to expand the spoilers on the first post and read them. They give you installation instructions and requirements. You downloaded SES2, which at present is just a config file for SPID and ASF and SOC. There is no plugin. Although eventually I will add one.

 

@tinkerbelle Thanks for helping explain it a bit. You are pretty much spot on. But I should address this:

 

On 8/6/2024 at 12:09 PM, tinkerbelle said:

I'm sure the final version will be a single download, possibly with a fomod installer to select options.  But for now, this is the way the mod is presented.

 

When maintaining SES1 it became apparent a lot of people installed Slaverun Reloaded for only a feature or two. Some wanted sex but no stripping. Others wanted the opposite. Etc. The MCM let them do that. But then they had this big bloated mod in their load order for one tiny feature.

 

When writing SES2 I went the opposite direction. I made these features separate mini mods you can install. Only install what you need. No bloat. I spent lots of time planning out which features could be frameworks that you install, so that they can serve the original purpose of the Enforcer plus a variety of other purposes. All very configurable with SPID.

 

When SES2 gets its own download page it will be exactly as it is now. It will list the three new frameworks as soft dependencies. And explain which ones you need to install to enable x feature. The only difference is you won't have to expand spoilers to see the mod descriptions. The descriptions note the requirements. When this day comes I will be releasing 4 mods at once. Three of them are versatile frameworks. Some might use HSW with SES or with another mod that strips clothing in Skyrim. Some might use ASF for SES or for a prostitution mod. Some might only install SOC and choose to strip every women in Skyrim. Etc. But many will probably choose to install all three because they want to use SES2 to the full potential.

Posted (edited)

For anyone interested. This is my own SES2 distribution file.

 

I still rely on the default ASF distr, I think. Instead of not distributing keywords to children and men at all in some areas of the ini, I just blacklist them with SESNeverEnslave since it's easier to manage for me rather than have to add the exclusions for each line. All women except for upper class, jarls, and elder NPCs are enslaved. That means NPCs like merchants and smiths that aren't categorized under a social class, like Adrianne Avenicci, are enslaved. Argonians, Khajiit, and other exception races or factions in the default file are enslaved if female, but won't be counted for ASF.

 

In my Skyrim world, I imagine women are prioritizing purchasing licenses key to their own livelihood. So that means potentially prioritizing weapon and crafting licenses over a clothing license.

 

Tangentially

@kaxat Do you have any suggestions for mods that change nude comments? I've got Positive Undressed Comments in my list although it doesn't disable all comments that directly ask the PC to clothe herself. There's a bit of dissonance cuz nude rather than clothed is the default in my game given the clothing license. Wonder if that's a problem you also have.

 

Edited by Nuascura
Removed Attachment
Posted

 

5 hours ago, Nuascura said:

Do you have any suggestions for mods that change nude comments? I've got Positive Undressed Comments in my list although it doesn't disable all comments that directly ask the PC to clothe herself. There's a bit of dissonance cuz nude rather than clothed is the default in my game given the clothing license. Wonder if that's a problem you also have.

 

In previous play throughs I had those comments happen all the time. But not so much in this one. I now run the mod Relationship Dialogue Overhaul - Updated. I know it updates the naked comments, adding variety and cooldowns. A lot of the new comments are more acceptive, like "Ah, a woman's natural weapons - beauty and seduction." Perhaps that mod is why I don't find myself losing immersion anymore? Or perhaps I am just wearing "clothes" more often. I know one of my standard outfits is a Skytitties one. It probably doesn't trigger nude comments. And I also made a custom version of Dragon Scale armor that has a removable skirt and removable breast plate. So I can walk around quasi naked, and have sex without having strip off all my armor.

 

Spoiler

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If I were you I would look into installing RDO. It has compatibility patches for a bunch of popular mods like AI Overhaul. I would also investigate WICommentNaked [QUST:000A8655], WICommentNakedHello [DIAL:000A85FD], and WICommentChanceNaked [GLOB:000A8656]. You could edit out any of the commends in WICommentNakedHello that you don't want. Or maybe you just want to run a console command and update the global WICommentChanceNaked to be a super low number? You might just be happy with RDO Updated installed though. I have been so far. But I often make small edits like the above if things don't fit perfectly into my roleplay.

Posted (edited)
On 7/15/2024 at 1:50 PM, AWHA2 said:

Thanks, that makes sense. I see in the .ini that you have two set of "outfits", one with the "SESAltOutfit" keyword and another with "SOC_Outfit_Female". Do the ones with the "AltOutfit" get any outfits assigned to them?

 

I thought it would be interesting to have two classes of outfits, and have DD for one class and Luxury or something else for another.

I forgot to respond to this. Anyone with the SesAltOutfit keyword is presumed to already be wearing slave clothing. I have a couple unreleased mods that implement this functionality. It gives women SkyTitties outfits or Open Monk Robes. So they end up partially stripped instead of fully. I like the added variety.

 

Edit: To clarify, anyone who is already wearing an outfit you are happy with and is a slave can be given this keyword. SES will not give them a new slave outfit. In my case I assign both the alternate outfit and keyword using SPID. This makes it easy to customize.

Edited by kaxat
Posted (edited)
On 8/12/2024 at 9:22 PM, Nuascura said:

For anyone interested. This is my own SES2 distribution file.

 

I still rely on the default ASF distr, I think. Instead of not distributing keywords to children and men at all in some areas of the ini, I just blacklist them with SESNeverEnslave since it's easier to manage for me rather than have to add the exclusions for each line. All women except for upper class, jarls, and elder NPCs are enslaved. That means NPCs like merchants and smiths that aren't categorized under a social class, like Adrianne Avenicci, are enslaved. Argonians, Khajiit, and other exception races or factions in the default file are enslaved if female, but won't be counted for ASF.

 

In my Skyrim world, I imagine women are prioritizing purchasing licenses key to their own livelihood. So that means potentially prioritizing weapon and crafting licenses over a clothing license.

 

Tangentially

@kaxat Do you have any suggestions for mods that change nude comments? I've got Positive Undressed Comments in my list although it doesn't disable all comments that directly ask the PC to clothe herself. There's a bit of dissonance cuz nude rather than clothed is the default in my game given the clothing license. Wonder if that's a problem you also have.

SES2_DISTR.ini.zip 3.87 kB · 1 download

Interesting take, I'm afraid posting mine would not be helpful, not without my secondary DISTR.ini and the special esp I made plus the changes I made to the non-masterlist.esp ...
Anyway right now my maine gripe is the non-persistent nature of SPID. It's kinda irritating if Carlotta is in her regular clothes one time I start the game, enslaved the next time and in revealing clothes the third, only to be back as a slave and then in her regular clothes on the 4th and 5th time I start the game. It's not that obvious with random non-named NPC's, but for the named ones ... OTOH there are too many of those that lazy me wants to hard code them all. If anyone has an idea on that, lemme know. ^^
At least the latest RC's for SPID addresses that for coutfits (more so because dynamic outfit assigning is a mess in itself). So maybe there is hope that in the long run that we might get persistent keywords as well.

Edited by Talesien
Posted

@Talesien You could remove the random element by deleting the random distribution chances in SPID. At the end of many lines in the .ini is a number like |50. That would be a 50% distribution chance. Eliminate that and it stops being random. 100% of the time the rule applies. Obviously that limits your capability to randomize things, but ultimately that is what you are after. From there you might craft an additional condition or two to help narrow down specifically which factions/classes/etc. should be included or excluded.

 

That is good feed back for me to have. I am playing with Licenses role play in mind. In that scenario the randomness makes sense. Maybe she can afford a clothing license one week, but not the next. However if you are playing with a less transient role play motivation the randomness does not make as much sense. Unfortunately I have little control over SPID's randomness. But you could stop using SPID randomness and craft more specific rules.

Posted
3 minutes ago, kaxat said:

@Talesien You could remove the random element by deleting the random distribution chances in SPID. At the end of many lines in the .ini is a number like |50. That would be a 50% distribution chance. Eliminate that and it stops being random. 100% of the time the rule applies. Obviously that limits your capability to randomize things, but ultimately that is what you are after. From there you might craft an additional condition or two to help narrow down specifically which factions/classes/etc. should be included or excluded.

 

That is good feed back for me to have. I am playing with Licenses role play in mind. In that scenario the randomness makes sense. Maybe she can afford a clothing license one week, but not the next. However if you are playing with a less transient role play motivation the randomness does not make as much sense. Unfortunately I have little control over SPID's randomness. But you could stop using SPID randomness and craft more specific rules.

Sadly, removing the randomness completely is not what I want. For example, I want a certain percentage of the population ending up as slaves, excluding some (the really wealthy and really powerful) and making it far less likely for others (the wealthy and powerful), etc., once that has been applied though it should be fairly static. An argument could be made that someone gets freed from slavery and someone else has a run in with Bandits (or Tax Collectors) and ends up as a slave. So some slow changes would be ok and perhaps even desirable. It should not be in the morning Hulda is a slave, in the afternoon she is a free woman and in the evening she is enslaved again. That's far too fast changing. Even with your setup, yes she might be able to afford a new license after doing some business deals, but would she really manage to lose the same license again overnight? Repeatedly?
Afraid there is no good solution for that. Perhaps once the new SPID version, that features persistent outfits, is stable, it can be used in some way. Using outfits to distribute keywords, rather than the other way round ... depends if we can check for outfits I suppose....

  • 3 weeks later...
Posted

@kaxat I seem to have a recurring issue where the male position is given to my female PC while the female position is given to the male ASF Initiator. I never noticed this issue with my defeat framework events, so I'm inclined to say the actor tags are correct and the issue is due to ASF. Inside SexLab own MCM interface, the actor positions (ex. NordF) are clearly incorrectly designated to the wrong actor. LMK if there's anything I can provide that can help us understand whose fault it actually is.

Posted (edited)

@Nuascura Interesting. What version of SexLab are you running? Does this happen in 2 person animations? Or only in 3p+ ones?

 

ASF does no sorting whatsoever of actors. It relies on builtin sorting of the SexLab framework. Knowing you I am guessing you are on P+ Phase 2. It is possible Phase 2 purposefully disabled auto actor sorting. That would give mod authors more control than vanilla. Unfortunately I think it means I would have to choose the animation prior to scene start in order to sort actors for it. Which was also something you could leave up the SL framework to do for you.

 

I have been tempted to add animation selection anyways. I was considering ways to try to make animations as customizable as the rest as the rest of ASF. I think I could once again handle it using SPID distributed keywords. You could distribute the following keywords to NPCs.

  • ASF_Anims_TagInclude_TAGNAME - For example ASF_Anims_Tag_Aggressive, will cause SL animations with this NPC to use aggressive animations.
  • ASF_Anims_TagExclude_TAGNAME - Exclude animations with this tag. Slaves might exclude kissing or loving anims.
  • ASF_Anims_RequireAllTags - If at least one NPC in a SL animation has this keyword then only animations matching all of the tags will be available. For example if there is a BlowJob tag and another NPC has an Aggressive tag, only aggressive blowjob animations will play. This will be useful if there are some NPCs you want to always play certain animations. But it will result in fewer animations playing when no valid combo is found. I think it makes sense to default this to off. I would need to playtest to be sure. Not sure whether this will be a good feature or not.
  • ASF_Anims_EnableFilter - Distributing this will enable the animation filter for any scenes involving this NPC. I could have ASF's SPID auto distribute this to anyone with an anim tag keyword. This keyword basically helps me optimize performance.

With the above in place I think it would give you a decent amount of granular control over who plays what animations. It would not be the fastest code, but it would only run once per scene. Iterating over each actor and checking their keywords and gender. Probably delaying a scene by a fraction of second. I might make a MCM toggle to turn the entire feature on or off. That way you only get the performance penalty if you are using it.

Edited by kaxat
Posted (edited)

@kaxat I am actually not using P+ 2.0 since I was burned by P+ 1.0's typical LL thread-based release fragmentation and severe deficiencies with auto freecam, possibly as incompatibilities with Improved Camera – not sure. I've since been unwilling to switch to P+ until it's stable.

 

Anyway, should've mentioned this in the first post. I'm on 1170 with SexLab 1.66b and the SLGP patch by alex77r4 that I updated.

 

It's possible this patch is the culprit, although I highly doubt it as I regularly initiate human-human animations via Devious Interests with no issues whatsoever regarding actor sex roles. Which is why, emphatically, it seems like I only see this issue with ASF. If it isn't ASF, either my SexLab setup/combo borked actor sorting or Taki is double-checking actor roles with DIN.

 

To answer your other two questions: the issue happens with high frequency regardless of how many actors are part of the animation.

The issue isn't limited to any one animation pack, and also doesn't happen 100% consistently, which means there is at least no intentional misinterpretation of animation actor tags anywhere in the animation entry process.

Edited by Nuascura
Posted
19 minutes ago, Nuascura said:

P+ 1.0's typical LL thread-based release fragmentation

 

I'm curious what you mean by that. Are you talking about P+ releasing a thread before it has started?

 

23 minutes ago, Nuascura said:

It's possible this patch is the culprit, although I highly doubt it as I regularly initiate human-human animations via Devious Interests with no issues whatsoever regarding actor sex roles. Which is why, emphatically, it seems like I only see this issue with ASF. If it isn't ASF, either my SexLab setup/combo borked actor sorting or Taki is double-checking actor roles with DIN.

 

Let me clarify what I was saying before. ASF does no sorting whatsoever of actors. A lot of mods do sort actors. Many do female first, then male. Until a certain version of SexLab you needed to sort actors female first. I believe it was 1.62 that started automatically sorting them based on the chosen animation. This was because some femdom animations did male first. And orgy animations did not always have a standard for sorting. So at some point SexLab started sorting actors for you. Removing the burden from the mod and putting it on the framework.

 

I suspect that something in your config or load order has disabled auto sorting. Thus if a male is chosen first by ASF he will be added to the thread prior to a female. If your setup is not then autosorting actors after it chooses an animation, you will sometimes have the male in the wrong position. It could be a patch you have installed. It could be an MCM. And it is not that your configuration is necessarily wrong it is just that it is not currently supported. ASF assumes SexLab will autosort.

 

You might scour the relevant MCMs to see if there is any setting you can toggle that might switch things over to supported. Anything to do with sorting or filtration might be relevant. Yours is the first post I have seen having an issue with this. It could be an esoteric issue. Or under reported.

 

I prefer to not presort if I can avoid it. It notably simplifies things. I can send a scene off to SexLab, and then it handles choosing the right animations, and then sorting actors based on the chosen animation. If I choose the animation first, then sort for it, then that breaks features in mods like SexLab Tools, which lets you select a different animation after the scene starts. If I choose the animation first you only have one animation to choose from, and the actors are already sorted for it. I could probably add a listener to listen for animation selection/changes. Then resort actors. But there is probably a builtin feature somewhere in your MCM does that already. If it is enabled you might see this issue go away.

 

That is my thinking. If you notice flaws in it please point them out.

Posted
9 minutes ago, kaxat said:

I'm curious what you mean by that. Are you talking about P+ releasing a thread before it has started?

Oh whoops, I just realized that "thread" is also a technical term.


I meant "Thread" as in forum threads, how some people or mod users on LL create a mod listing and then scatter patches or multiple newer versions in the support thread, which then leads to people compiling patches and hosting elsewhere like on Discord. It's just all a huge mess and not something I have the time to keep track of.

 

I'll go through my MCM config, then. Again, it's bizarre why this issue wouldn't happen with my other installed mods like DIN. Like, if I were to stretch the logic, maybe it's because I enabled the SexLab option to filter gay/lesbian animations from the pool to avoid strap-on usage where possible, but I wanted to think these options were performing as expected. Anyway, I'll go double-check.

Posted (edited)
8 hours ago, Nuascura said:

I'll go through my MCM config, then. Again, it's bizarre why this issue wouldn't happen with my other installed mods like DIN. Like, if I were to stretch the logic, maybe it's because I enabled the SexLab option to filter gay/lesbian animations from the pool to avoid strap-on usage where possible, but I wanted to think these options were performing as expected. Anyway, I'll go double-check.

 

The fact that other mods work is not bizarre to me. I probably need a more lengthy explanation to explain why. Let us start with what we know for certain.

a) You have a sorting issue. When actor positions are not sorted to match an animations positions you will have males and females in the wrong spot.

b) ASF does not sort. There is no code in the mod that I can scrutinize to wonder why it might misbehave in x circumstance. Which is what we would typically do when debugging. That code literally does not exist. Thus it can not be debugged.

 

Based on those two certainties you might assume there is no room for a problem. That is more or less what I have assumed until your original post. But this is an invalid assumption.

 

ASF relies on SexLab to automatically sort positions. But that is a newish feature of SexLab. When Skyrim SE came out there was a number of SexLab betas released for it. One of the final betas added automatic sorting. Until then SexLab assumed actors had been sorted prior to adding them to a thread. After that point it became possible to not sort them. I am stating this from memory. But I have a decent memory of it because I actually wrote code to autosort actors. I wrote it long before I updated to the non-beta version of SexLab which had that builtin.

 

Thus you have a situation where many preexisting SexLab modder guides tell you to sort actors before handing them to the thread. This is what you had to do in SexLab LE. SexLab even has functions to help you sort them. But those functions have caveats. Which I noted in my last post. Ultimately SexLab implemented a better solution in SexLab SE (1.62?). So I would expect most mods to work fine in this situation. Because they sort first rather than relying on SexLab to autosort. But in ASF's case I do not sort first. I can't. Because I add actors to the thread as they become available. At that point I can't know the full list of actors. Thus ASF can not presort them.


When you add an actor to an SL thread they run through a validation routine. This routine takes a while to complete. Often around half a second per actor. It is not really script intensive but it repeatedly calls frame-delayed functions. Most modder guides tell you to call this on each actor before adding them to the thread. Then when you add them to the thread SexLab has to internally run this routine again.

 

Most mods do that. They incidentally call an expensive routine twice. But that duplicates work and takes a long time to complete. Which is not a big deal if you are starting a single scene. But if you are constantly starting scenes in the background, duplicating work is a notable performance hit. More importantly it introduces room for bugs. By the time you end up validating every actor in a thread, your original prevalidation of the first actor has grown stale. Sometimes by 2.5 or more seconds. This window of time gives the actor time to do something invalidating. Like hop on a horse or exit the building. No good. ASF's way of doing things only once is clever. Perhaps too clever for its own good.

 

The best solution that I can see is for me to write code that hooks into the SexLab API and listens for a thread to choose an animation. Once chosen this code will resort actors to match the animation. But if you are thinking "shouldn't that code be part of the SexLab API?" I would adamantly agree with you. And it is. SexLab started doing that a few years ago. And for some reason that code is not working in your case. Which would cause a problem in ASF but not most other mods. And I am perplexed why that code is not working for you. My guess is that there is some MCM option you can choose that disables it. Or a patch that broke it.

 

I also have the Gay/Les filtering enabled. In fact I would think that enabling more options like that would possibly fix your issue. Because anything that filters out animations could possibly trigger an autosort. Each time an animation changes the actors will ideally be resorted. And mods like SexLab Tools can change the animation midway through it playing. That is a semi supported feature of SexLab. Thus ideally SexLab will always auto sort. Because all of that happens way after the original mod triggered the scene, and passed in a sorted/unsorted actor array.

Edited by kaxat
Posted
16 hours ago, kaxat said:

The best solution that I can see is for me to write code that hooks into the SexLab API and listens for a thread to choose an animation. Once chosen this code will resort actors to match the animation. But if you are thinking "shouldn't that code be part of the SexLab API?" I would adamantly agree with you. And it is. SexLab started doing that a few years ago. And for some reason that code is not working in your case. Which would cause a problem in ASF but not most other mods. And I am perplexed why that code is not working for you. My guess is that there is some MCM option you can choose that disables it. Or a patch that broke it.

There is also the fact that a couple of mods, especially older ones, found it a good idea to directly modify SL scripts. Others include SL scripts by accident. If one of those overwrites the one responsible for the sorting ...

  • 2 weeks later...
Posted (edited)

awesome.  I've wanted this since I first discovered slaverun.  This adds such a great flavour to the game without having to use slaverun with all that comes with it.

 

Edit:

 

I've read through all the forum posts looking for a reason I am getting a lot of critical errors with some of your plugins and this is what I've found so far.

 

I had what I  thought was an updated version of Zaz Animation pack (Zaz Animation Pack CBBE V.8.0 SE upgraded 7-8+) but using the link you provided for Zaz and the ZaZ Animation Pack+ CBBE HDT V.8.0+SE2023 solved the errors that originated in Zaz.  This includes the errors i was getting from SOC_Kaxat_ZAP.esp, Non-Devious Devices.esp and the Non-Devious Devices - Masterlist.esp.

 

SOC_Kaxat_Wigs_KSSMP.esp seems to require a different version of KSWigsSMP.esp that isn't part of the nexus page,  About 25% of the wigs have a critical error because KSWigsSMP.esp doesn't have the matching records.

Solved:  reinstall KS Hairdos - HDT SMP (Physics) and check the wigs optional file.  Don't use the KSWigsSMP.esp from the old files.

 

The Luxury Collection.esp seems to have issues with the script for the footwear, (primarily it is looking for formids removed from the esp ie: "xx012CB5, xx012CBE, along with a number of others.  I'm still digging into this one and may have a solution shortly.  Apparently the original Luxury Collection used HDT HighHeels System and those formids were links to it.  I have injected that link into my version of Heel Sounds.esm which changed the formids in the Luxury Collection.esp to fix the issue.  The links simply go to an empty formid record that no longer has the script attached.  The HDT HighHeels.esm is not required

I'll put a link here for the replacer esm and esp.  The original mods are still both required.  Simply allow these esp/esms to over-ride the originals.  The Luxury Collection.esp is based on Luxury Collection for CBBE HDT Bodyslide 1.7fix By ApoKrytia who also offers Heels Sound 1.5 SSE

 

Luxury Collection.esp Heels Sound.esm

Edited by sattyre
updated
  • 2 weeks later...
Posted

Sattyre,  I use the light version of Luxury as I don't use it for anything else, and kaxat's light version is an ESL (which helps my ESP slots :)   ).

 

Do we need to make the changes to the Light version??

 

Thanks

 

Posted
On 9/23/2024 at 1:16 PM, Kamikatana said:

Do we need to make the changes to the Light version??

if you don't have any errors from the light version, then there is absolutely no reason to change it.  Further, I'm a bit of a stickler.  I don't like to have critical errors in my plugins even though they very often actually don't or won't lead to ctd.  I try to fix them because you don't always know which ones will or won't lead to ctd. 

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