NymphoElf Posted August 19, 2024 Author Posted August 19, 2024 28 minutes ago, AimControls said: Playing as a Nord and have a bunch of DD and Cum using SCOE these popped up at Whiterun and around. Never been to any other city. I have this mod and the original and comment running. if u need anything else I be active. I'm VERY confused how this error happened. Those are locations, not fame categories. The arrays seem to have been jumbled and I don't know how or why that has happened.
Gristle Posted August 19, 2024 Posted August 19, 2024 1 hour ago, NymphoElf said: I can't find the CommentFreq global. I see "AllowCommentProbability" and "CommentProbabilityRepository" in SLSF_Configuration.psc, and they're both Floats. I can still add that Global if you need it, but I'm just not sure how you're getting the comment frequency otherwise. Sorry to not explain better. In the script example I provided (which was taken from Public Whore Comments, but is patterned on the code SLSF uses), the Comment Frequency global is set in the mod's (your mod's) MCM. So, it doesn't have to be a global variable, and you would have to add an MCM slider to set it. I can easily add this to my mod (and its MCM), but if you add it then other modders can use your mod to create fame-based dialogue with no scripts -- just using dialogue conditions. 1
Gristle Posted August 19, 2024 Posted August 19, 2024 3 hours ago, NymphoElf said: Ok. I will try to mimic this as closely as possible. I'm not super familiar with Magic Effects yet, and the original SLSF code is still difficult for me to parse because of that. If I make a breakthrough I'll let you know. Though I'm sure you can already tell, I'm trying as hard as I can to make this as easy as possible for you. I completely understand not wanting to go through thousands of dialogues, especially in CK. No problem. I've never been able to figure out all the SLSF code, and I appreciate the work. 3 hours ago, NymphoElf said: Perhaps I can figure out a way you can use the Automation Tools for xEdit to speed up this process as well for whatever may still be needed. It's not hard. Just takes time to figure out if you don't have a guide. I could learn how to use automated means, for example, to swap one global variable to another (though if you conform them then this is not needed). But, for things like the cum and bondage edits, there's really no way to automate the process. I would have to go through each one, look at the conditions, read the text, and figure out how to alter the conditions and text to make it consistent with whatever new variables I'm using, and what observable things those variables reflect. 1
NymphoElf Posted August 19, 2024 Author Posted August 19, 2024 3 minutes ago, Gristle said: for things like the cum and bondage edits, there's really no way to automate the process. I would have to go through each one, look at the conditions, read the text, and figure out how to alter the conditions and text to make it consistent with whatever new variables I'm using, and what observable things those variables reflect. That's fair. 12 minutes ago, Gristle said: Sorry to not explain better. In the script example I provided (which was taken from Public Whore Comments, but is patterned on the code SLSF uses), the Comment Frequency global is set in the mod's (your mod's) MCM. So, it doesn't have to be a global variable, and you would have to add an MCM slider to set it. Ah, ok. Gotcha. Yeah I'll add it. Not a big deal. 1
NymphoElf Posted August 19, 2024 Author Posted August 19, 2024 @Dorabella @VahzahVulom @AimControls Maybe I figured out the problem? I extended the Custom Location array from 20 entries to 21 (to match the number of default locations) and forgot to extend the ones in the MCM. If this is indeed the source of this issue, I'm still confused why it didn't happen to me. Regardless, I'll post the updated version soon.
NymphoElf Posted August 19, 2024 Author Posted August 19, 2024 @Gristle Will the FormIDs matter? Or just the names of the Globals? I want this mod to be flagged as light, so I've compacted the Form IDs, and since the original was initially made for LE (as far as I can tell) it's form IDs are outside of ESL range.
AimControls Posted August 19, 2024 Posted August 19, 2024 Thanks, I will try a new game and recreate the error with the new update. I believe the save when I had those errors was the problem, I used another saved file and couldn't recreate it.
NymphoElf Posted August 19, 2024 Author Posted August 19, 2024 3 minutes ago, AimControls said: Thanks, I will try a new game and recreate the error with the new update. I believe the save when I had those errors was the problem, I used another saved file and couldn't recreate it. Fair enough. Perhaps new games are the way to go, but I've been testing on a save that never had SLSF Reloaded enabled and it worked just fine, so again I'm confused why it didn't happen to me. It's faster for me to test on a "clean" pre-existing save so I don't have to wait for all of the other mods I have to spin up.
VahzahVulom Posted August 19, 2024 Posted August 19, 2024 (edited) @NymphoElf if it helps it seems to happen more reliably in mod edited locations ie exterior cells that originally didnt have a name before a mod added one at least for me (edit) also im using skyrim souls re that may have somthing to do with my getting spammed (edit again) you may have to have a scene start for them to pop up dont know Edited August 19, 2024 by VahzahVulom
NymphoElf Posted August 20, 2024 Author Posted August 20, 2024 36 minutes ago, VahzahVulom said: if it helps it seems to happen more reliably in mod edited locations ie exterior cells that originally didnt have a name before a mod added one at least for me That shouldn't have any impact unless you registered them as a Custom Location. If the default locations were renamed that'd be a different story. 38 minutes ago, VahzahVulom said: also im using skyrim souls re that may have somthing to do with my getting spammed No, it's because the script is searching the Fame List array to try to find the category it's looking for. However, something seems broken about that array and it's not finding any categories (or searching for the wrong information and therefore finding no matches). You get an error message for each category it doesn't find when opening the MCM (which totals 24, so you get 24 error messages all at the same time). It was mostly meant as a debugging feature in case I goofed and forgot to add a category to the Data Manger script, or misspelled it in the other scripts that look for it, but I've also been considering adding a function for mod authors to create and add their own custom Fame types if they so choose, so I left it in to help them debug as well.
Gristle Posted August 20, 2024 Posted August 20, 2024 2 hours ago, NymphoElf said: @Gristle Will the FormIDs matter? Or just the names of the Globals? I want this mod to be flagged as light, so I've compacted the Form IDs, and since the original was initially made for LE (as far as I can tell) it's form IDs are outside of ESL range. I think just the names of the globals will be fine. 1
Arcane Wanderer Posted August 20, 2024 Posted August 20, 2024 (edited) 5 hours ago, NymphoElf said: Which is exactly why I chose to build this from scratch. There was no way I would navigate that labyrinth in the same time it took me to just start from nothing. I did manage to figure out the EquipSurface stuff, but from what I could tell it was horribly inefficient, or at least seemed to be. I would honestly rather not use Magic Effects to represent these conditions because it's just unnecessary and bloats the list of magic effects on your character needlessly, which simply makes debugging other Magic Effects harder/more annoying. Sure it's not seen by the average user, but it still just doesn't feel right. Plus you have to constantly manage adding and removing it (or activating/deactivating it) within the code and that's not worth it imo. FYI and FWIW, I don't like the idea of using magic effects for tracking, but my understanding is that it can be very efficient - for some mods, the engine can evaluate the conditions with no papyrus script involved at all. But formlists and factions and globals feel more sane to me and SKSE provides some efficient handling of those. Still, some of the best mod authors use magic effects where it provides the best efficiency. That said, the old SLSF mod throws away any efficiency gains that MGEF might provide by having such a convoluted mechanism to drive the conditions those MGEF depend on. Edited August 20, 2024 by Arcane Wanderer 1
Arcane Wanderer Posted August 20, 2024 Posted August 20, 2024 (edited) 5 hours ago, NymphoElf said: Which is exactly why I chose to build this from scratch. There was no way I would navigate that labyrinth in the same time it took me to just start from nothing. I did manage to figure out the EquipSurface stuff, but from what I could tell it was horribly inefficient, or at least seemed to be. ... A thought... SSLF and related mods involve two things - (1) tracking various sorts of events and (2) handling the consequences of those events. SexLabFramework defines the CumOral keyword and manages the CumOral magic effect and similar status trackers. I suspect that the additional things that the old SLSF monitored for belongs in its own mod, not in SLSF... I suspect there are mods that come very close to that - plenty of mods such as your Advanced Nudity Detection monitor body slots/keywords and mods like SexLab Achievements track other activities. Hmmm. I just realized that despite its name, SLSF Comments isn't just doing dialog based on fame. I strongly suspect that the very first time you talk to an NPC with cum on your face that you'll get a comment. Nothing wrong with that, just noting that it's really keying off current status not fame or history. EDIT: I have a suspicion that the cum related MGEF that SLSF Comments needs could be easily recreated by new MGEF that need no scripting and instead have conditions that use the SexLab effects/keywords and your Advanced Nudity Detection factions. Edited August 20, 2024 by Arcane Wanderer
VahzahVulom Posted August 20, 2024 Posted August 20, 2024 (edited) 2 hours ago, NymphoElf said: It was mostly meant as a debugging feature in case I goofed and forgot to add a category to the Data Manger script, or misspelled it in the other scripts that look for it, but I've also been considering adding a function for mod authors to create and add their own custom Fame types if they so choose, so I left it in to help them debug as well. i dont know how difficult it would be to do so ignore me if its a bad idea but perhaps it would be a good idea just to add a debug mode in the MCM if its just for development? Edited August 20, 2024 by VahzahVulom
Gristle Posted August 20, 2024 Posted August 20, 2024 (edited) 2 hours ago, Arcane Wanderer said: Hmmm. I just realized that despite its name, SLSF Comments isn't just doing dialog based on fame. I strongly suspect that the very first time you talk to an NPC with cum on your face that you'll get a comment. Nothing wrong with that, just noting that it's really keying off current status not fame or history. True. Some of the comments are triggered (solely) by cum, bondage, dirt, and/or nudity. But for every one of these there are (at least) several that use some combination of present status and fame level for varied comments. (Or, in some cases, fame level despite present status.) 2 hours ago, Arcane Wanderer said: EDIT: I have a suspicion that the cum related MGEF that SLSF Comments needs could be easily recreated by new MGEF that need no scripting and instead have conditions that use the SexLab effects/keywords and your Advanced Nudity Detection factions. This is a great idea. It wouldn't require any scripts at all. Also, these magic effects don't have to show up in the magic effect UI display. There's really no need for them there. Of course, if such magic effects (or a subset of them) could be made the same as SLSF's magic effects, it would bring compatibility with SLSF close to 100%. Edit: In any case, I'll be stealing this idea for my other non-SLSF mods. Edited August 20, 2024 by Gristle
Dorabella Posted August 20, 2024 Posted August 20, 2024 @NymphoElf as requested, I am attaching Papyrus log 0 Papyrus.0.log I tried the v.02 version , at least for me , nothing changed . I performed the same process as previously done. I disabled SLSF and its dependencies, started a new game On a positive note , it recognizes the place where I am Spoiler Before After 1
NymphoElf Posted August 20, 2024 Author Posted August 20, 2024 1 hour ago, Dorabella said: @NymphoElf as requested, I am attaching Papyrus log 0 Papyrus.0.log 829.3 kB · 0 downloads I tried the v.02 version , at least for me , nothing changed . I performed the same process as previously done. I disabled SLSF and its dependencies, started a new game On a positive note , it recognizes the place where I am Hide contents Before After Thank you. I'll take a look at the log when I get home from work.
NymphoElf Posted August 20, 2024 Author Posted August 20, 2024 (edited) 9 hours ago, VahzahVulom said: i dont know how difficult it would be to do so ignore me if its a bad idea but perhaps it would be a good idea just to add a debug mode in the MCM if its just for development? It's not difficult, but also theoretically it shouldn't be necessary so long as the code does what I wrote it to do, and on my end it does. Plus, the fact that you're getting that error means something is wrong and the mod won't function properly, so it's not STRICTLY for development. It does give the user an indication that the mod isn't working, but I never expected it to happen this way. Do you have Creation Kit installed? And are you willing to look through the mod in CK to help me diagnose the issue? I'll add screenshots of what I want you to look at on your end later today if you're comfortable with doing so. I have a weird feeling that the Fame array in the plugin somehow got corrupted or wiped, and I'd like to verify that by having you look at the properties that are supposed to be attached to the scripts. Also, this could be important, what version of SKSE are you using? Edited August 20, 2024 by NymphoElf
NymphoElf Posted August 20, 2024 Author Posted August 20, 2024 (edited) @Arcane Wanderer @Gristle I'll see what I can do with this information. Thank you both for your assistance. Hopefully it won't be much longer before this mod is truly ready. (I also want to point out that Advanced Nudity Detection is entirely Armor Slot agnostic. It only checks Keywords and applies Faction Rank based on the combinations it finds. I designed it with that specifically in mind, which is why there are so many Keywords. Checking Armor Slots isn't reliable enough for that mod's purpose, because not every mod author puts the same type of armor on the same slot) Aside from the issue with the Fame Categories being detected as invalid and Fame Comments not currently working with this version, I believe the mod's base features are more or less complete. I just hope the Fame issue isn't hiding other bugs, but knowing my luck it probably is. Edited August 20, 2024 by NymphoElf
APluto Posted August 20, 2024 Posted August 20, 2024 16 hours ago, NymphoElf said: Which is exactly why I chose to build this from scratch. There was no way I would navigate that labyrinth in the same time it took me to just start from nothing. I did manage to figure out the EquipSurface stuff, but from what I could tell it was horribly inefficient, or at least seemed to be. I would honestly rather not use Magic Effects to represent these conditions because it's just unnecessary and bloats the list of magic effects on your character needlessly, which simply makes debugging other Magic Effects harder/more annoying. Sure it's not seen by the average user, but it still just doesn't feel right. Plus you have to constantly manage adding and removing it (or activating/deactivating it) within the code and that's not worth it imo. I think we can use SPID, use factions to detect, which should be much more efficient than before
APluto Posted August 20, 2024 Posted August 20, 2024 16 hours ago, NymphoElf said: Which is exactly why I chose to build this from scratch. There was no way I would navigate that labyrinth in the same time it took me to just start from nothing. I did manage to figure out the EquipSurface stuff, but from what I could tell it was horribly inefficient, or at least seemed to be. I would honestly rather not use Magic Effects to represent these conditions because it's just unnecessary and bloats the list of magic effects on your character needlessly, which simply makes debugging other Magic Effects harder/more annoying. Sure it's not seen by the average user, but it still just doesn't feel right. Plus you have to constantly manage adding and removing it (or activating/deactivating it) within the code and that's not worth it imo. Using the PO3/OAR interface, I think it is possible to make keyword detection as far as possible without using scripts, while using factions only requires a script to detect the interface of PO3/OAR every once in a while and then the script outputs a faction +1 value or -1 value,the faction can then bring its own magic effects, which is also possible
Arcane Wanderer Posted August 20, 2024 Posted August 20, 2024 1 hour ago, NymphoElf said: @Arcane Wanderer @Gristle I'll see what I can do with this information. Thank you both for your assistance. Hopefully it won't be much longer before this mod is truly ready. (I also want to point out that Advanced Nudity Detection is entirely Armor Slot agnostic. It only checks Keywords and applies Faction Rank based on the combinations it finds. I designed it with that specifically in mind, which is why there are so many Keywords. Checking Armor Slots isn't reliable enough for that mod's purpose, because not every mod author puts the same type of armor on the same slot) Aside from the issue with the Fame Categories being detected as invalid and Fame Comments not currently working with this version, I believe the mod's base features are more or less complete. I just hope the Fame issue isn't hiding other bugs, but knowing my luck it probably is. Let me know if I can do anything. I'm not comfortable with the CK, but I used to program professionally and am comfortable with papyrus. I'm pretty familiar with xEdit, except that I don't have experience with xEdit's scripting. I could look into creating that MGEF compatibility layer if you or Gristle aren't doing that.
NymphoElf Posted August 20, 2024 Author Posted August 20, 2024 3 minutes ago, Arcane Wanderer said: Let me know if I can do anything. I'm not comfortable with the CK, but I used to program professionally and am comfortable with papyrus. I'm pretty familiar with xEdit, except that I don't have experience with xEdit's scripting. I could look into creating that MGEF compatibility layer if you or Gristle aren't doing that. Honestly the CK is just where you create Variables/Elements in this case. If you wanted to edit the game world you would need to be more familiar with its systems and whatnot, but for our purposes it's mostly just a big GUI. For example, this mod needs a Quest element to hold the scripts, and the scripts are activated when that Quest is activated, which I have set to do immediately upon game load/start. Beyond that the scripts handle everything, so you should feel right at home. The scripts also need some pointers to specific variables in certain circumstances, but that's handled by setting that property to the correct variable (such as, but not limited to, Global Variables, which are also set by creating the corresponding element in CK) or by manually assigning a specific value to that property. Here's the link to SLSF Reloaded's GitHub: https://github.com/NymphoElf/SLSF_Reloaded After explaining how MGEFs actually work, it makes more sense why that is used, so I don't see them as unnecessary as I used to. If you can create something that will bridge the gap further then by all means please do so. I simply don't have a good idea of how to do it at the moment. I'm also a bit caught up by the Error spam others are reporting and trying to figure out what's going on with that. I can add you as a contributor to my GitHub or just let you work on your own private fork. Whichever you think would be better.
Lcklsmth Posted August 20, 2024 Posted August 20, 2024 (edited) Hello! First, thank you for AND and SLSF Reloaded mods! I noticed something which is possible bugs (I'm using version 0.2): 1- Changing the "Time Between Decays" in the "Settings" MCM tab doesn't change the "Time Until Decay" information in the "General Info" tab and the "Decay Countdown" in the "Decay Info" tab. 2- Public Whore doesn't detect SLSF Reloaded, or if it does, it isn't indicated in the "Mod Integration" tab on PW. Potentially if it still sends info to PW, the needed update would be on PW's side. Edited August 20, 2024 by Lcklsmth
NymphoElf Posted August 20, 2024 Author Posted August 20, 2024 (edited) 53 minutes ago, Lcklsmth said: Hello! First, thank you for AND and SLSF Reloaded mods! I noticed something which is possible bugs (I'm using version 0.2): 1- Changing the "Time Between Decays" in the "Settings" MCM tab doesn't change the "Time Until Decay" information in the "General Info" tab and the "Decay Countdown" in the "Decay Info" tab. 2- Public Whore doesn't detect SLSF Reloaded, or if it does, it isn't indicated in the "Mod Integration" tab on PW. Potentially if it still sends info to PW, the needed update would be on PW's side. Changing the decay and spread time doesn't take effect until the NEXT countdown. SLSF Reloaded should give you periodic Fame in the Whore category so long as you are actively the public whore of that location. It's not guaranteed because it randomly picks what categories to give you out of the valid list, so if Whore isn't the only eligible category you might not get it every time. Now that you mention it I forgot to add that as part of the detection logic for when you start a Sexlab scene, so I'll be sure to add that in the next update. (AKA it will give you Whore fame instead of Slut fame while you're the Public Whore) Also you are correct in stating that PW currently doesn't pull fame values from SLSF Reloaded. I could possibly write a patch for that, but SLSF Reloaded doesn't actually need PW to directly send any data to SLSF Reloaded. Each mod just reads each other's data. The best analogy I can give is that SLSF Reloaded and PW only need to "look" at each other to get what they want, not really "touch" each other. It's a passive interaction rather than an active one. Hopefully that made sense. Regardless, SLSF Reloaded will work without PW updating. But PW will need to update to be able to use SLSF Reloaded's values for eligibility calculation. That's all. It should be very easy for Visio to do so. Edited August 20, 2024 by NymphoElf
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