zeelok Posted September 9, 2024 Author Posted September 9, 2024 21 minutes ago, Someone92 said: Not sure if it is a mistake with the console output, put according to it the total negative Exp is the Exp lost in the last scene; it does not accumulate. Not sure what you mean, can you provide an example? If you are referring to the line in the output "Total EXP: #", then yes that is only for the scene that just ended, not a running total. I do not track the total exp that has been granted/taken from all scenes. The console output and the actual exp granted should match, it's the same variable used for both.
Someone92 Posted September 10, 2024 Posted September 10, 2024 Been playing around with this mod, and got inexplicable results with the "Per Actor Bonus" setting. Until I realized it per actor in the scene, not per partner. Would it be possible to add a "Per Partner Bonus"? Also, how are the multiplicands mashed together? Like additive, so EXP * (1 + 0.1 + 0.1 (Actor Bonus) + 0.25 (Creature Bonus) + 1 (Loss Multi)? Or multiplicative, so EXP * (1.1*1.1*1.25*2)?
zeelok Posted September 10, 2024 Author Posted September 10, 2024 19 minutes ago, Someone92 said: Been playing around with this mod, and got inexplicable results with the "Per Actor Bonus" setting. Until I realized it per actor in the scene, not per partner. Would it be possible to add a "Per Partner Bonus"? The intent was for this to be a per partner bonus - but apparently I wasn't subtracting 1 from the actor count like I intended to exclude the player actor. Looks like this was introduced in the refactoring I did when adding loss support. I've uploaded a new version correcting this so that the Per Actor Bonus is added in (NumActors - 1) times (e.g. count of non-player actors) as intended. The only exclusion to being per partner is that no multiplier is applied if only two actors are involved - it only applies to threesomes or higher. So with an actor bonus of 0.1, a threesome gives a 20% bonus from actor count but a single partner scene gives just the base XP (+ creature and loss, if applicable, but nothing based on actor count). 18 minutes ago, Someone92 said: Also, how are the multiplicands mashed together? Like additive, so EXP * (1 + 0.1 + 0.1 (Actor Bonus) + 0.25 (Creature Bonus) + 1 (Loss Multi)? Or multiplicative, so EXP * (1.1*1.1*1.25*2)? I addressed this in the mod description, it is additive. The loss multiplier is applied last, to the final result. So if in the example below the player was a victim and the loss multiplier was set to, say, 2, then 58 EXP would be lost. Quote The two multipliers are added together - so a threesome with a creature in it results in a 45% increase (0.25 + 0.1 + 0.1) with the example settings As a complete example: let's say we set Blowjob to 20 exp, and perform a scene where the PC and another actor give a blowjob to a horse. Then the total exp granted will be 20 * (1 + 0.25 + 0.1 + 0.1) = 29 EXP is always rounded down, as the final value cannot contain a decimal 1
Bullfye Posted September 11, 2024 Posted September 11, 2024 Just an important point I need to tell the Mod creator and all... This mod is a very good addon or add for the game however it relies on Experience Mod or its better with it , Experience Mod is a very unstable Mod at this moment , I tried it both in a mid way Quest game play and in a new starting game and it has a lot of issue , Namely CTD upon discovering location , Unexpected fatal errors on loading the save file , corrupts the save file , and innumerous CTD during gameplay related to XP gain.. For the ones that might say it works for you etc etc , the game itself will prove me right , in the new gameplay I started with that mod installed and got my first CTD Upon Killing the first Dragon in the game near Whiterun from there I started having issue each time I gained experience and until the Saved was no longer possible to load or use ... I would like Experience more polished but as it is right now I will not advise people to use it ,,, Sadly Cause is a great new concept if it is polished and made stable in the future it will change everything related to Exp gain in game and in the right way ...but not now as it is ! Thanks for this Mod I will keep and eye on it until Experience is fixed ...
zeelok Posted September 11, 2024 Author Posted September 11, 2024 2 hours ago, Bullfye said: Just an important point I need to tell the Mod creator and all... This mod is a very good addon or add for the game however it relies on Experience Mod or its better with it , Experience Mod is a very unstable Mod at this moment , I tried it both in a mid way Quest game play and in a new starting game and it has a lot of issue , Namely CTD upon discovering location , Unexpected fatal errors on loading the save file , corrupts the save file , and innumerous CTD during gameplay related to XP gain.. For the ones that might say it works for you etc etc , the game itself will prove me right , in the new gameplay I started with that mod installed and got my first CTD Upon Killing the first Dragon in the game near Whiterun from there I started having issue each time I gained experience and until the Saved was no longer possible to load or use ... I would like Experience more polished but as it is right now I will not advise people to use it ,,, Sadly Cause is a great new concept if it is polished and made stable in the future it will change everything related to Exp gain in game and in the right way ...but not now as it is ! Thanks for this Mod I will keep and eye on it until Experience is fixed ... I've been using Experience for years and it has generally seemed pretty functional to me. I'm not sure what makes it so unstable on your setup. You can report the issues you are having on the nexus page for that mod (along with crash logs), the author is still actively investigating problems others have had and updating the mod to fix them.
Bullfye Posted September 11, 2024 Posted September 11, 2024 2 minutes ago, zeelok said: I've been using Experience for years and it has generally seemed pretty functional to me. I'm not sure what makes it so unstable on your setup. You can report the issues you are having on the nexus page for that mod (along with crash logs), the author is still actively investigating problems others have had and updating the mod to fix them. So testing your mod alongside Experience Mod alone without any addons but MCM it works however I get random CTD , that I didn't had before at all... Its not your Mod for sure cause tested Experience alone and has done the same Random CTD namely exiting doors ... Maybe its a load order positioning not sure maybe some issues with some other mod or mods .. Experience alone seems to work with the addition of the MCM mod for it ... However this CTD exiting doors is getting me confused .. I had none before installing Experience !!
zeelok Posted September 11, 2024 Author Posted September 11, 2024 6 minutes ago, Bullfye said: So testing your mod alongside Experience Mod alone without any addons but MCM it works however I get random CTD , that I didn't had before at all... Its not your Mod for sure cause tested Experience alone and has done the same Random CTD namely exiting doors ... Maybe its a load order positioning not sure maybe some issues with some other mod or mods .. Experience alone seems to work with the addition of the MCM mod for it ... However this CTD exiting doors is getting me confused .. I had none before installing Experience !! If you install a crash logger (I recommend https://www.nexusmods.com/skyrimspecialedition/mods/59818) does it indicate that Experience is the cause of the CTD?
Bullfye Posted September 11, 2024 Posted September 11, 2024 (edited) 1 hour ago, zeelok said: If you install a crash logger (I recommend https://www.nexusmods.com/skyrimspecialedition/mods/59818) does it indicate that Experience is the cause of the CTD? Yes just downloaded it a while ago Gona install it ...will see later .. PS: Crash logger doesn't work for me at all , again got a CTD entering a Cave this time .. went to Documents Games SSE SKSE and only the Install lof of Crash Logger log nothing else... Edited September 11, 2024 by Bullfye
zeelok Posted September 11, 2024 Author Posted September 11, 2024 2 hours ago, Bullfye said: Yes just downloaded it a while ago Gona install it ...will see later .. PS: Crash logger doesn't work for me at all , again got a CTD entering a Cave this time .. went to Documents Games SSE SKSE and only the Install lof of Crash Logger log nothing else... For the crash log you shouldn't look at CrashLogger.log, where it would say that it was loaded. You want to look for a file called crash-{timestamp}.log. The CrashLogger.log will tell you where that file is, by default it should be in the same directory.
Bullfye Posted September 12, 2024 Posted September 12, 2024 18 hours ago, zeelok said: For the crash log you shouldn't look at CrashLogger.log, where it would say that it was loaded. You want to look for a file called crash-{timestamp}.log. The CrashLogger.log will tell you where that file is, by default it should be in the same directory. No Sir Crash logger file in Docs say where should be the log file but there is none there ,,, Tried everything bud , in the moment I removed Experience Mod everything in my game went stable again .. Sorry to much issues , that are not related to your Mod but to Experience mod , I guess it would need a new game , but even so I tried and the result was the same the first 3 times than changed the load order and started a new game and voila everything worked fine ... but am not ready to start a new game again ... TY for the support bud ..
zeelok Posted September 12, 2024 Author Posted September 12, 2024 1 hour ago, Bullfye said: No Sir Crash logger file in Docs say where should be the log file but there is none there ,,, Tried everything bud , in the moment I removed Experience Mod everything in my game went stable again .. Sorry to much issues , that are not related to your Mod but to Experience mod , I guess it would need a new game , but even so I tried and the result was the same the first 3 times than changed the load order and started a new game and voila everything worked fine ... but am not ready to start a new game again ... TY for the support bud .. So the issue is not that Experience is unstable, more that it causes issues with your existing game. In general you should not be adding mods to an ongoing game - once you start the game the modlist should be kept as is. If it works on a new game with load order changed then it is some sort of conflict that changing the load order resolves, not an inherent instability in the Experience mod.
BigOnes69 Posted September 13, 2024 Posted September 13, 2024 18 hours ago, zeelok said: So the issue is not that Experience is unstable, more that it causes issues with your existing game. In general you should not be adding mods to an ongoing game - once you start the game the modlist should be kept as is. If it works on a new game with load order changed then it is some sort of conflict that changing the load order resolves, not an inherent instability in the Experience mod. I have been using the Experience mod for over a year and it works for me. @Bullfye you are definitely having other problems. Usually when I ctd during transfer of cells it has to do with a bad mesh. One of the hardest problems to find.
truman1990 Posted September 17, 2024 Posted September 17, 2024 Would it be able to apply experience only the first time per each NPC or with cooldown?
zeelok Posted September 17, 2024 Author Posted September 17, 2024 4 hours ago, truman1990 said: Would it be able to apply experience only the first time per each NPC or with cooldown? Currently there is no support for either of those. Adding first time only XP is not something I'm interested as I don't want to keep track of every NPC that you have interacted with, and it wouldn't work for NPCs that are generated from levelled lists. It also gets tricky with group scenes, as what do you do if you've been with some of the NPCs before but not all - do we need to divide up the XP so only the new ones count? Does it not count at all because they aren't new? I'm very unlikely to add such a feature. Cooldown is a possibility. Do you mean a cooldown in terms of real-time (e.g. after getting XP from this mod you can't get more for the next real hour), gametime (e.g after getting XP from this mod you can't get more for the next ingame day), or in terms of number of scenes (e.g. after getting XP from this mod you won't for the next N scenes you are in)? Or something else I haven't thought of?
truman1990 Posted September 17, 2024 Posted September 17, 2024 1 hour ago, zeelok said: Currently there is no support for either of those. Adding first time only XP is not something I'm interested as I don't want to keep track of every NPC that you have interacted with, and it wouldn't work for NPCs that are generated from levelled lists. It also gets tricky with group scenes, as what do you do if you've been with some of the NPCs before but not all - do we need to divide up the XP so only the new ones count? Does it not count at all because they aren't new? I'm very unlikely to add such a feature. Cooldown is a possibility. Do you mean a cooldown in terms of real-time (e.g. after getting XP from this mod you can't get more for the next real hour), gametime (e.g after getting XP from this mod you can't get more for the next ingame day), or in terms of number of scenes (e.g. after getting XP from this mod you won't for the next N scenes you are in)? Or something else I haven't thought of? Yeah. I though so. Keeping track would require some tracking file which would make it too heavyweight. To be honest I didn't think about the other one. I thought of something like in game hours or actual hours. For example 24 in game hours between XP grant
zeelok Posted September 25, 2024 Author Posted September 25, 2024 On 9/17/2024 at 11:48 AM, truman1990 said: Yeah. I though so. Keeping track would require some tracking file which would make it too heavyweight. To be honest I didn't think about the other one. I thought of something like in game hours or actual hours. For example 24 in game hours between XP grant Haven't had a lot of free time for modding available recently, but I did finally get around to implementing this. You can specify a cooldown between 1 and 48 hours, and it won't grant any more EXP until that amount of time has passed. This is measured using the in game date/time.
just let me download Posted October 5, 2024 Posted October 5, 2024 (edited) Is it possible for experience to only be awarded if at least one actor in the scene reached orgasm? Ostim SA here so I don't know if SL has a way of detecting this (probably does), I just felt it was kind of weird that I could potentially enter a scene (either on purpose or by accident) and cancel out of it, and the experience gain bar would show up even though nothing important happened in the scene. I'll defer to the mod author's opinion whether or not this is worth adding. Thanks again. Edited October 5, 2024 by just let me download
zeelok Posted October 6, 2024 Author Posted October 6, 2024 11 hours ago, just let me download said: Is it possible for experience to only be awarded if at least one actor in the scene reached orgasm? Ostim SA here so I don't know if SL has a way of detecting this (probably does), I just felt it was kind of weird that I could potentially enter a scene (either on purpose or by accident) and cancel out of it, and the experience gain bar would show up even though nothing important happened in the scene. I'll defer to the mod author's opinion whether or not this is worth adding. Thanks again. Both frameworks do send events notifying of orgasms, so this was easy enough to add. In the newly uploaded version there is an option you can enable in the MCM that will cause the mod to only grant EXP for scenes where at least one actor reaches orgasm.
just let me download Posted October 6, 2024 Posted October 6, 2024 12 minutes ago, zeelok said: Both frameworks do send events notifying of orgasms, so this was easy enough to add. In the newly uploaded version there is an option you can enable in the MCM that will cause the mod to only grant EXP for scenes where at least one actor reaches orgasm. You are really the best, thanks! This mod is an essential part of my load order.
Ikare Posted October 9, 2024 Posted October 9, 2024 would it be possible to have an mcm option to lose levels when exp goes negative? very cool mod btw
zeelok Posted October 9, 2024 Author Posted October 9, 2024 2 hours ago, Ikare said: would it be possible to have an mcm option to lose levels when exp goes negative? very cool mod btw My answer to this was in a previous post when first discussing the exp loss feature. It's not something that I'm going to add. Quote Yeah, being able to actually lose a level isn't really feasible here - too many cases to consider. It's not just the perk(s), I'd also need to know which of the three attributes they invested in, and in the case of the Static Skill Levelling mod that I use I'd need to track the investment in every skill to reduce them, just too much. Also, actually losing a level without losing skills is almost a benefit - you'd stay effectively the same strength, but levelled enemies may get slightly weaker.
3313793910 Posted October 11, 2024 Posted October 11, 2024 It doesn't work in my game。i have its mcm,but when i finish a sex scene,i cant receive any EXP 。how can i find the reason?can you give me some suggestion?
zeelok Posted October 11, 2024 Author Posted October 11, 2024 1 hour ago, 3313793910 said: It doesn't work in my game。i have its mcm,but when i finish a sex scene,i cant receive any EXP 。how can i find the reason?can you give me some suggestion? Can you turn on the console debug message in the MCM and then show what it prints out when you end a scene?
3313793910 Posted October 12, 2024 Posted October 12, 2024 13 hours ago, zeelok said: 您能否在 MCM 中打开控制台调试消息,然后在结束场景时显示它打印出的内容? I turn on the console debug message in the MCM,but there aren‘t debug messages about your mod。 In fact, during my testing, I found that if I disabled your mod and entered the game, installed the SexLab framework in a new save , and then opened your mod, it would work well. However, if I installed the SexLab framework while your mod was enabled, it would not work. I don't know what happened, but I am still testing.
zeelok Posted October 12, 2024 Author Posted October 12, 2024 15 minutes ago, 3313793910 said: I turn on the console debug message in the MCM,but there aren‘t debug messages about your mod。 In fact, during my testing, I found that if I disabled your mod and entered the game, installed the SexLab framework in a new save , and then opened your mod, it would work well. However, if I installed the SexLab framework while your mod was enabled, it would not work. I don't know what happened, but I am still testing. The messages won't actually contain the name of this mod. They would start with "[SexLabExperience]:", "[OStimExperience]:", or "[SexExpMCM]:". It does recheck for the presence of SexLab at every game load, so it should pick it up if you install SexLab after already having this mod.
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