jc321 Posted September 28, 2024 Posted September 28, 2024 On 9/16/2024 at 11:28 PM, Min said: Here are my patches for this. It's very rudimentary, it just disables the setVehicle call on the player. This means that you don't spin. It also means that you don't line up with the animation super well though. Better than spinning anyways. I seem to be getting spins again with hugging and kissing keywords (I thought this was fixed but not working with me) is there a particular version of Sexlab Approach I should be using? - I have babodialog mod installed as well, not sure if that is causing things. Regarding keywords, I was struggling with the combination of doing the save/reload and loading of Mantella to get the keywords actively working and for some reason the keywords were missing the hyphens before and after the words .. I told the NPC that when they use keywords to put a hyphen before and after the word .. which they did .. and started working! I'm using NFF quite well with Mantella and have 3 followers .. I find sometimes the followers will quite happily interject with conversations and other times not, I think it may be specific to some LLM's achieving this, but at other times the same LLM produces different results. @Min I'm still struggling to find a decent pose mod .. I did look at key poser but was overly complex than it should be.. I was wondering (since you have a MCM) if I could ask a feature request for MinAI to maybe have some poses.. As an initial one an alternating pose between standing, kneeling and crawling ..
cozo Posted September 28, 2024 Posted September 28, 2024 (edited) How does the -orgy- keyword work? I have multiple actors registered in mantella and one of them mentions the -orgy- keyword, but the animation does not run. other keywords work fine. I have a sexlab with many orgy keyword animations registered and it works fine. In a multi-person conversation, does the keyword need to be mentioned by more than one actor to trigger the animation? Edited September 28, 2024 by cozo
Min Posted September 28, 2024 Author Posted September 28, 2024 5 hours ago, jc321 said: I seem to be getting spins again with hugging and kissing keywords (I thought this was fixed but not working with me) is there a particular version of Sexlab Approach I should be using? - I have babodialog mod installed as well, not sure if that is causing things. Regarding keywords, I was struggling with the combination of doing the save/reload and loading of Mantella to get the keywords actively working and for some reason the keywords were missing the hyphens before and after the words .. I told the NPC that when they use keywords to put a hyphen before and after the word .. which they did .. and started working! I'm using NFF quite well with Mantella and have 3 followers .. I find sometimes the followers will quite happily interject with conversations and other times not, I think it may be specific to some LLM's achieving this, but at other times the same LLM produces different results. @Min I'm still struggling to find a decent pose mod .. I did look at key poser but was overly complex than it should be.. I was wondering (since you have a MCM) if I could ask a feature request for MinAI to maybe have some poses.. As an initial one an alternating pose between standing, kneeling and crawling .. I actually dropped both of those from my load-order on my newest save - the animations are really rough, especially in VR. Looking for a better replacement. The patches should fix the spin, though. Yeah, I'd like some poses too! It's on the list, to find a good integration.
Min Posted September 28, 2024 Author Posted September 28, 2024 3 hours ago, cozo said: How does the -orgy- keyword work? I have multiple actors registered in mantella and one of them mentions the -orgy- keyword, but the animation does not run. other keywords work fine. I have a sexlab with many orgy keyword animations registered and it works fine. In a multi-person conversation, does the keyword need to be mentioned by more than one actor to trigger the animation? The orgy keyword should pull in all the actors that are in dialogue with you, and start a scene with them (In Mantella). It's broken in AIFF at the moment, to be fixed with the next release of AIFF.
Loopdeloop Posted September 29, 2024 Posted September 29, 2024 On 9/28/2024 at 9:17 AM, Mortox said: I also wanted to ask if it is safe using both Mantella and AIFF simultaneously. Mantella has a feature to generate random dialogues between NPCs which AIFF lacks. Also, Mantella uses Piper for voiceover (TTS) - is it possible somehow to catch AIFF to the same Piper? Mimic3 synt voices are horrible. What I like about using both together is that NPC's with AI-FF are aware of the things NPC's say through Mantella, and will often comment on it. 1
bdsan Posted September 29, 2024 Posted September 29, 2024 (edited) I am trying to compile the scripts, I solved most of the dependencies issue, down to these. Can you help me what dependencies they are? C:\.....\Scripts\Source\minai_DeviousStuff.psc(401,23): variable DealManager is undefined C:\.....\Scripts\Source\minai_DeviousStuff.psc(401,35): none is not a known user-defined type C:\.....\Scripts\Source\minai_DeviousStuff.psc(406,25): variable DealManager is undefined C:\.....\Scripts\Source\minai_DeviousStuff.psc(406,37): none is not a known user-defined type C:\.....\Scripts\Source\minai_DeviousStuff.psc(409,28): variable DealManager is undefined C:\.....\Scripts\Source\minai_DeviousStuff.psc(409,40): none is not a known user-defined type C:\.....\Scripts\Source\minai_DeviousStuff.psc(441,19): variable DealManager is undefined C:\.....\Scripts\Source\minai_DeviousStuff.psc(441,31): none is not a known user-defined type C:\.....\Scripts\Source\minai_DeviousStuff.psc(551,23): type mismatch on parameter 1 (did you forget a cast?) C:\.....\Scripts\Source\minai_DeviousStuff.psc(562,23): type mismatch on parameter 1 (did you forget a cast?) C:\.....\Scripts\Source\minai_DeviousStuff.psc(714,22): variable DealManager is undefined C:\.....\Scripts\Source\minai_DeviousStuff.psc(714,34): none is not a known user-defined type C:\.....\Scripts\Source\minai_DeviousStuff.psc(719,23): type mismatch on parameter 1 (did you forget a cast?) C:\.....\Scripts\Source\minai_DeviousStuff.psc(732,23): type mismatch on parameter 1 (did you forget a cast?) C:\.....\Scripts\Source\minai_DeviousStuff.psc(763,21): variable DealManager is undefined C:\.....\Scripts\Source\minai_DeviousStuff.psc(763,33): none is not a known user-defined type C:\.....\Scripts\Source\minai_DeviousStuff.psc(766,23): variable DealManager is undefined C:\.....\Scripts\Source\minai_DeviousStuff.psc(766,35): none is not a known user-defined type C:\.....\Scripts\Source\minai_DeviousStuff.psc(769,25): variable DealManager is undefined C:\.....\Scripts\Source\minai_DeviousStuff.psc(769,37): none is not a known user-defined type C:\.....\Scripts\Source\minai_DeviousStuff.psc(782,24): variable DealManager is undefined C:\.....\Scripts\Source\minai_DeviousStuff.psc(782,36): none is not a known user-defined type C:\.....\Scripts\Source\minai_AIFF.psc(231,36): findAllNearbyAgents is not a function or does not exist C:\.....\Scripts\Source\minai_AIFF.psc(231,36): cannot call the member function findAllNearbyAgents alone or on a type, must call it on a variable C:\.....\Scripts\Source\minai_Sex.psc(381,48): findAllNearbyAgents is not a function or does not exist C:\.....\Scripts\Source\minai_Sex.psc(381,48): cannot call the member function findAllNearbyAgents alone or on a type, must call it on a variable Edited September 29, 2024 by bdsan
Loopdeloop Posted September 29, 2024 Posted September 29, 2024 I really like being able to change position through dialogue, but that function is being ruined by npc actors changing position themselves. You select a position and they change it a few seconds afterwards. Could we get an mcm option to disable npc actors changing positions?
bdsan Posted September 29, 2024 Posted September 29, 2024 Just now, Loopdeloop said: I really like being able to change position through dialogue, but that function is being ruined by npc actors changing position themselves. You select a position and they change it a few seconds afterwards. Could we get an mcm option to disable npc actors changing positions? What I did is disabling sexlab auto advance, it will stay in the sample position. However, for some reason, "advance stage" hotkey doesn't work, so it stuck until you tell it to change position
Min Posted September 29, 2024 Author Posted September 29, 2024 2 hours ago, bdsan said: I am trying to compile the scripts, I solved most of the dependencies issue, down to these. Can you help me what dependencies they are? C:\.....\Scripts\Source\minai_DeviousStuff.psc(401,23): variable DealManager is undefined C:\.....\Scripts\Source\minai_DeviousStuff.psc(401,35): none is not a known user-defined type C:\.....\Scripts\Source\minai_DeviousStuff.psc(406,25): variable DealManager is undefined C:\.....\Scripts\Source\minai_DeviousStuff.psc(406,37): none is not a known user-defined type C:\.....\Scripts\Source\minai_DeviousStuff.psc(409,28): variable DealManager is undefined C:\.....\Scripts\Source\minai_DeviousStuff.psc(409,40): none is not a known user-defined type C:\.....\Scripts\Source\minai_DeviousStuff.psc(441,19): variable DealManager is undefined C:\.....\Scripts\Source\minai_DeviousStuff.psc(441,31): none is not a known user-defined type C:\.....\Scripts\Source\minai_DeviousStuff.psc(551,23): type mismatch on parameter 1 (did you forget a cast?) C:\.....\Scripts\Source\minai_DeviousStuff.psc(562,23): type mismatch on parameter 1 (did you forget a cast?) C:\.....\Scripts\Source\minai_DeviousStuff.psc(714,22): variable DealManager is undefined C:\.....\Scripts\Source\minai_DeviousStuff.psc(714,34): none is not a known user-defined type C:\.....\Scripts\Source\minai_DeviousStuff.psc(719,23): type mismatch on parameter 1 (did you forget a cast?) C:\.....\Scripts\Source\minai_DeviousStuff.psc(732,23): type mismatch on parameter 1 (did you forget a cast?) C:\.....\Scripts\Source\minai_DeviousStuff.psc(763,21): variable DealManager is undefined C:\.....\Scripts\Source\minai_DeviousStuff.psc(763,33): none is not a known user-defined type C:\.....\Scripts\Source\minai_DeviousStuff.psc(766,23): variable DealManager is undefined C:\.....\Scripts\Source\minai_DeviousStuff.psc(766,35): none is not a known user-defined type C:\.....\Scripts\Source\minai_DeviousStuff.psc(769,25): variable DealManager is undefined C:\.....\Scripts\Source\minai_DeviousStuff.psc(769,37): none is not a known user-defined type C:\.....\Scripts\Source\minai_DeviousStuff.psc(782,24): variable DealManager is undefined C:\.....\Scripts\Source\minai_DeviousStuff.psc(782,36): none is not a known user-defined type C:\.....\Scripts\Source\minai_AIFF.psc(231,36): findAllNearbyAgents is not a function or does not exist C:\.....\Scripts\Source\minai_AIFF.psc(231,36): cannot call the member function findAllNearbyAgents alone or on a type, must call it on a variable C:\.....\Scripts\Source\minai_Sex.psc(381,48): findAllNearbyAgents is not a function or does not exist C:\.....\Scripts\Source\minai_Sex.psc(381,48): cannot call the member function findAllNearbyAgents alone or on a type, must call it on a variable This is Devious Followers Redux. I can DM you a copy of all of my script sources if you want, which effectively solves the dependency problem for compilation. It's what I've been doing to help other people get setup that are contributing.
Min Posted September 29, 2024 Author Posted September 29, 2024 45 minutes ago, Loopdeloop said: I really like being able to change position through dialogue, but that function is being ruined by npc actors changing position themselves. You select a position and they change it a few seconds afterwards. Could we get an mcm option to disable npc actors changing positions? I don't know how you would achieve "Being able to change position through dialogue, but only when you request it". The NPC's are what are making the decision to change position when you ask them to in the first place. Don't think you can have it both ways.
bdsan Posted September 29, 2024 Posted September 29, 2024 12 minutes ago, Min said: This is Devious Followers Redux. I can DM you a copy of all of my script sources if you want, which effectively solves the dependency problem for compilation. It's what I've been doing to help other people get setup that are contributing. Yes, please. That will help a lot. Thanks. 1
Loopdeloop Posted September 29, 2024 Posted September 29, 2024 2 hours ago, Min said: I don't know how you would achieve "Being able to change position through dialogue, but only when you request it". The NPC's are what are making the decision to change position when you ask them to in the first place. Don't think you can have it both ways. So I'm guessing there couldn't be an instruction to the AI not to change animation unless the player requested it?
Min Posted September 29, 2024 Author Posted September 29, 2024 (edited) 13 minutes ago, Loopdeloop said: So I'm guessing there couldn't be an instruction to the AI not to change animation unless the player requested it? Negative instructions really do not work well with LLM's in general. I tried this a lot back on the mantella implementation, and this will not work very well. EDIT: You can try adding this to your Prompt Head yourself! See if it works. Edited September 29, 2024 by Min
Loopdeloop Posted September 29, 2024 Posted September 29, 2024 1 hour ago, Min said: Negative instructions really do not work well with LLM's in general. I tried this a lot back on the mantella implementation, and this will not work very well. EDIT: You can try adding this to your Prompt Head yourself! See if it works. I'll try putting certain positions under 'likes' in NPC's advanced bio and see what happens.
billypnats Posted September 29, 2024 Posted September 29, 2024 is it possible to tweak the "Oh... yes" sent by the player automatically when changing stages? I think sending a prompt for the narrator to make third person description can be hot lol
orclover Posted September 29, 2024 Posted September 29, 2024 7 hours ago, Min said: Negative instructions really do not work well with LLM's in general. I tried this a lot back on the mantella implementation, and this will not work very well. EDIT: You can try adding this to your Prompt Head yourself! See if it works. I hate to ask for more when you have provided so many interplay between great mods but I had an idea that this mod could work well with you AI mod. https://www.nexusmods.com/skyrimspecialedition/mods/91669 This mod uses dynamic armor variants to undress(use a .json to switch armor using a hotkey). Since Cosplay pack has lewd versions a person can undress their npcs in stages using a hotkey. The .json has keywords like "unbutton" or "lift skirt". Could you use your mod to connect keywords in so we could ask the npc to unbutton their top, or remove their pants, or lift their skirt? Thanks for the consideration. 1
Min Posted September 30, 2024 Author Posted September 30, 2024 52 minutes ago, orclover said: I hate to ask for more when you have provided so many interplay between great mods but I had an idea that this mod could work well with you AI mod. https://www.nexusmods.com/skyrimspecialedition/mods/91669 This mod uses dynamic armor variants to undress(use a .json to switch armor using a hotkey). Since Cosplay pack has lewd versions a person can undress their npcs in stages using a hotkey. The .json has keywords like "unbutton" or "lift skirt". Could you use your mod to connect keywords in so we could ask the npc to unbutton their top, or remove their pants, or lift their skirt? Thanks for the consideration. Looks neat. Do you know what slots the clothes use? If they're DD compatible slots I'll add it! The "slots" image on the page is broken. 1
Min Posted September 30, 2024 Author Posted September 30, 2024 1 hour ago, billypnats said: is it possible to tweak the "Oh... yes" sent by the player automatically when changing stages? I think sending a prompt for the narrator to make third person description can be hot lol WIP version has this said by the appropriate actor rather than always the player. Dirty talk could do with being expanded for sure though. 1
asdfmovie666 Posted September 30, 2024 Posted September 30, 2024 Looks Promissing! Can you tell me if a New Game would be recommended?
nilead Posted September 30, 2024 Posted September 30, 2024 Ran into a weird issue recently. My old build got perilously unstable after some mod updates, including MinAI. Set of for new game, aaand... it crashed. Took quite a bit of disassemly, but problem was narrowed down to MinAI and SCOE (https://www.loverslab.com/topic/205386-sexlab-cum-overlays-extended/) Big picture: 1.5.97 with latest SlUtilPlus, wich update i initially suspected to cause the issue. On a new game startup, crash produces the following: Spoiler Unhandled native exception occurred at 0x7FF92988FABC (KERNELBASE.dll+5FABC) on thread 68820! FrameworkName: NetScriptFramework FrameworkVersion: 15 FrameworkArchitecture: x64 GameLibrary: SkyrimSE GameLibraryVersion: 18 ApplicationName: SkyrimSE.exe ApplicationVersion: 1.5.97.0 VersionInfo: Successfully loaded Time: 30 Sep 2024 14:01:07.840 Possible relevant objects (0) { } Probable callstack { [0] 0x7FF92988FABC (KERNELBASE.dll+5FABC) [1] 0x7FF8D9519CFC (skse64_1_5_97.dll+A9CFC) [2] 0x9CC57857376E [3] 0x1841BF98680 [4] 0x8 [5] 0x7FF8D9528467 (skse64_1_5_97.dll+B8467) [6] 0x7FF8D9470000 (skse64_1_5_97.dll+0) [7] 0x19930520 [8] 0x1000F9360 [9] 0x7FF8D9590F20 (skse64_1_5_97.dll+120F20) [10] 0x7FF8D9470000 (skse64_1_5_97.dll+0) [11] 0x7FF8D9527243 (skse64_1_5_97.dll+B7243) [12] 0x1000F9488 [13] 0x7FF8D94FCB5F (skse64_1_5_97.dll+8CB5F) } Any idea how to approach such an issue? Throwing away SCOE is the easy path, but there does not seem to be an alternative to it.
Min Posted September 30, 2024 Author Posted September 30, 2024 (edited) 1 hour ago, nilead said: Ran into a weird issue recently. My old build got perilously unstable after some mod updates, including MinAI. Set of for new game, aaand... it crashed. Took quite a bit of disassemly, but problem was narrowed down to MinAI and SCOE (https://www.loverslab.com/topic/205386-sexlab-cum-overlays-extended/) Big picture: 1.5.97 with latest SlUtilPlus, wich update i initially suspected to cause the issue. On a new game startup, crash produces the following: Reveal hidden contents Unhandled native exception occurred at 0x7FF92988FABC (KERNELBASE.dll+5FABC) on thread 68820! FrameworkName: NetScriptFramework FrameworkVersion: 15 FrameworkArchitecture: x64 GameLibrary: SkyrimSE GameLibraryVersion: 18 ApplicationName: SkyrimSE.exe ApplicationVersion: 1.5.97.0 VersionInfo: Successfully loaded Time: 30 Sep 2024 14:01:07.840 Possible relevant objects (0) { } Probable callstack { [0] 0x7FF92988FABC (KERNELBASE.dll+5FABC) [1] 0x7FF8D9519CFC (skse64_1_5_97.dll+A9CFC) [2] 0x9CC57857376E [3] 0x1841BF98680 [4] 0x8 [5] 0x7FF8D9528467 (skse64_1_5_97.dll+B8467) [6] 0x7FF8D9470000 (skse64_1_5_97.dll+0) [7] 0x19930520 [8] 0x1000F9360 [9] 0x7FF8D9590F20 (skse64_1_5_97.dll+120F20) [10] 0x7FF8D9470000 (skse64_1_5_97.dll+0) [11] 0x7FF8D9527243 (skse64_1_5_97.dll+B7243) [12] 0x1000F9488 [13] 0x7FF8D94FCB5F (skse64_1_5_97.dll+8CB5F) } Any idea how to approach such an issue? Throwing away SCOE is the easy path, but there does not seem to be an alternative to it. AA-IF has a known issue that it causes CTD's on new-game though (As per their mod page). See if disabling it before starting your new game solves your issue (And reenabling it after) Edited September 30, 2024 by Min 1
nilead Posted September 30, 2024 Posted September 30, 2024 2 minutes ago, Min said: AA-IF has a known issue that it causes CTD's on new-game though (As per their mod page). See if disabling it before starting your new game solves your issue (And reenabling it after) Thank a bunch, back to reassembly with me.
Baron Sterling Posted September 30, 2024 Posted September 30, 2024 Does this work with Ostim Standalone, or only the original Ostim? Because this mod doesn't seem to be working for me at all despite being recognized as installed in both the MCM and AI-FF plug-in page, and I want to make sure this is the problem before going through with converting all of my mods over to the original Ostim.
Min Posted September 30, 2024 Author Posted September 30, 2024 Just now, Baron Sterling said: Does this work with Ostim Standalone, or only the original Ostim? Because this mod doesn't seem to be working for me at all despite being recognized as installed in both the MCM and AI-FF plug-in page, and I want to make sure this is the problem before going through with converting all of my mods over to the original Ostim. Works and was tested with standalone, I believe.
Baron Sterling Posted September 30, 2024 Posted September 30, 2024 14 minutes ago, Min said: Works and was tested with standalone, I believe. Strange. I don't know what else could be causing this issue then. I've seemingly got everything installed correctly, but no matter what I do in testing I can't get the AI to initiate sex scenes, or even be aware of scenes I've started manually.
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