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Dripping When Aroused NG


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Posted
33 minutes ago, BeranabusBarnes said:

is mod working for others? do not see dripping effect or hear npc breathing

 

What is your setup? OStim/SL/FG? Which Arousal mod? SKSE/SPID? Male or female PC?

Posted

Any DW related errors in your papyrus log? or errors with the requirements?

 

You could try More Informative Console to select an NPC and inspect their magic effects for DW.

 

Did you make any changes to the SPID DW_DISTR.ini?

 

 

Posted
1 hour ago, stnfnk said:

Any DW related errors in your papyrus log? or errors with the requirements?

 

You could try More Informative Console to select an NPC and inspect their magic effects for DW.

 

Did you make any changes to the SPID DW_DISTR.ini?

 

 

 

don't think so

 

dw is on npc

 

no just turn off original, installed new, and start new game

Posted (edited)
8 hours ago, BeranabusBarnes said:

 

don't think so

 

dw is on npc

 

no just turn off original, installed new, and start new game

 

That's not really enough information for me to be helpful. Please provide a papyrus log.

Edited by stnfnk
Posted

When I change cell, there's probability to freeze game on loading screen.

 

I checked papyrus log and found this in most recent time before game frozen:

Spoiler

[10/03/2024 - 11:10:09PM] Error: Script DW_ApplyEffects cannot be bound to Active effect 2 on  (000540A1) because the script does not exist or is not currently loaded
[10/03/2024 - 11:10:09PM] Error: Script DW_ApplyEffects cannot be bound to Active effect 2 on  (000540A2) because the script does not exist or is not currently loaded
[10/03/2024 - 11:10:09PM] Error: Script DW_ApplyEffects cannot be bound to Active effect 2 on  (00053AE5) because the script does not exist or is not currently loaded
[10/03/2024 - 11:10:09PM] Error: Script DW_ApplyEffects cannot be bound to Active effect 2 on  (00053AE4) because the script does not exist or is not currently loaded

 

idk whether DW caused this problem directly, but that must be sth wrong 

Posted (edited)
1 hour ago, BugReporter_0x29fda0ed said:

When I change cell, there's probability to freeze game on loading screen.

 

I checked papyrus log and found this in most recent time before game frozen:

  Hide contents

[10/03/2024 - 11:10:09PM] Error: Script DW_ApplyEffects cannot be bound to Active effect 2 on  (000540A1) because the script does not exist or is not currently loaded
[10/03/2024 - 11:10:09PM] Error: Script DW_ApplyEffects cannot be bound to Active effect 2 on  (000540A2) because the script does not exist or is not currently loaded
[10/03/2024 - 11:10:09PM] Error: Script DW_ApplyEffects cannot be bound to Active effect 2 on  (00053AE5) because the script does not exist or is not currently loaded
[10/03/2024 - 11:10:09PM] Error: Script DW_ApplyEffects cannot be bound to Active effect 2 on  (00053AE4) because the script does not exist or is not currently loaded

 

idk whether DW caused this problem directly, but that must be sth wrong 

 

DW-NGv1.0.0 caused these papyrus log errors directly because I failed to pack the DW_ApplyEffects.pex.

 

Assuming you grabbed a later version, did you observe any NPC effects working before this happened?

Edited by stnfnk
Posted (edited)
3 hours ago, stnfnk said:

I failed to pack the DW_ApplyEffects.pex

Doesn't appear that script was included in 1.0.2:

Spoiler

image.png.60ad94cf3c088d18700f3231e3080aff.png

 

The .psc is in /source but my attempts to compile it failed with OMetadata is undefined etc.. maybe I have outdated Ostim/OSA source? (IDK, I don't use those mods).
 

Edited by modball
Posted
1 hour ago, modball said:

Doesn't appear that script was included in 1.0.2:

  Reveal hidden contents

image.png.60ad94cf3c088d18700f3231e3080aff.png

 

The .psc is in /source but my attempts to compile it failed with OMetadata is undefined etc.. maybe I have outdated Ostim/OSA source? (IDK, I don't use those mods).
 

 

Oh jeez, uploading re-pack. Also ran nifs through CAO/nifskope and auto-fixed/optimized.

Posted
4 hours ago, stnfnk said:

 

Oh jeez, uploading re-pack. Also ran nifs through CAO/nifskope and auto-fixed/optimized.

Thanks.

 

Which dependencies are required to fulfill all the undefined O* variables (OMetadata etc.)? Missing something here but cannot seem to narrow it down.

Posted
13 minutes ago, modball said:

Thanks.

 

Which dependencies are required to fulfill all the undefined O* variables (OMetadata etc.)? Missing something here but cannot seem to narrow it down.

 

Those aren't variables, they are calls to OStim SA scripts and functions to identify when a deflower-able actor is beginning a vaginal scene stage in the correct position.

Posted
2 minutes ago, stnfnk said:

 

Those aren't variables, they are calls to OStim SA scripts and functions to identify when a deflower-able actor is beginning a vaginal scene stage in the correct position.

Oh okay, was just going by several errors I was getting trying to compile, example:

variable OActor is undefined

 

Posted (edited)
22 minutes ago, modball said:

Oh okay, was just going by several errors I was getting trying to compile, example:

variable OActor is undefined

 

 

You'll need the OStim SA script sources and their dependencies.

 

They're included with the mod: OStim Standalone

Edited by stnfnk
Posted
34 minutes ago, stnfnk said:

dependencies

 

34 minutes ago, stnfnk said:

 

You'll need the OStim SA script sources and their dependencies.

 

They're included with the mod: OStim Standalone

Thanks, I was using Sairion350's old version :/

Posted
10 minutes ago, yanlei6811 said:

Great job! Would you like me to localize your mod and share it on other forums? Many people will like this mod.

 

You want to actually translate the translation files? That would be cool, thanks. I'd put them in the next release.

 

You can direct other forums here for the download. This is where updates will be posted.

Posted
59 minutes ago, stnfnk said:

 

You want to actually translate the translation files? That would be cool, thanks. I'd put them in the next release.

 

You can direct other forums here for the download. This is where updates will be posted.

59 minutes ago, stnfnk said:

Of course, this is the simplified Chinese version I translated, hoping it will be useful to you.

 

Dripping When Aroused NG 1.0.3 CHS.7z

Posted
21 hours ago, stnfnk said:

 

DW-NGv1.0.0 caused these papyrus log errors directly because I failed to pack the DW_ApplyEffects.pex.

 

Assuming you grabbed a later version, did you observe any NPC effects working before this happened?

no, i don't notice NPC have dw affects.

Posted (edited)

 

v1.0.5 just released with localization, bugfixes, cleanup, and a brand new feature:

 

Breathing effects will now have a corresponding open mouth, wideness according to arousal level. (requires MfgFix)

 

Please enjoy on a clean save.

Edited by stnfnk
Posted (edited)

Hi, the mod is nice, but that new update isn't good in my opinion, making the char with opened mouth. Also it makes NPCs don't move their mouth when they speak sometimes, i wasn't having this bug before. I even tried New Game to test this and it still happens.

Edited by GusCrow
Posted
3 hours ago, GusCrow said:

Hi, the mod is nice, but that new update isn't good in my opinion, making the char with opened mouth. Also it makes NPCs don't move their mouth when they speak sometimes, i wasn't having this bug before. I even tried New Game to test this and it still happens.

The same error happened to me, the NPCs speak with their mouths closed, since the animation seems to be bugged, it must be from the mod and that's even though I started a new game.

Posted

This mod seems to cause lip sync and facial animation bugs for me, npc faces are always stuck open and no lip movement as they talk, disabling the mod removes this problem. I don't recall having this issue with previous versions tho.

Posted
11 hours ago, GusCrow said:

Hi, the mod is nice, but that new update isn't good in my opinion, making the char with opened mouth. Also it makes NPCs don't move their mouth when they speak sometimes, i wasn't having this bug before. I even tried New Game to test this and it still happens.

 

7 hours ago, xthunderclawx said:

The same error happened to me, the NPCs speak with their mouths closed, since the animation seems to be bugged, it must be from the mod and that's even though I started a new game.

 

2 hours ago, atehu said:

This mod seems to cause lip sync and facial animation bugs for me, npc faces are always stuck open and no lip movement as they talk, disabling the mod removes this problem. I don't recall having this issue with previous versions tho.

 

Thank you for the feedback! I'm uploading a version of v1.0.5 with no open mouth animation for you.

 

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