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Posted
17 minutes ago, MSM_Alice said:

Thank you. for some reason this one does not have any exports in it. Did you press the two export buttons, and did they say they were doing anything ?

Is this the log for that session for sure ?

yes, I will try it again - got the pop ups after pressing the button

Posted
28 minutes ago, MSM_Alice said:

Thank you. for some reason this one does not have any exports in it. Did you press the two export buttons, and did they say they were doing anything ?

Is this the log for that session for sure ?

turned on tracing and profiling - already had logging turned on - not sure why those require the other 2 but it worked now

 

Papyrus.0.log

Posted (edited)
28 minutes ago, Mimirue17 said:

turned on tracing and profiling - already had logging turned on - not sure why those require the other 2 but it worked now

 

Papyrus.0.log 127.7 kB · 1 download

Thank you. now they are there.
I forgot they get reset by an upgrade or such. 

Will have ot do a longer playthrough and test those myself, I had hoped I';d have a larger sample size but forgot the count gets reset at upgrades of their respective subsystems. 

Edited by MSM_Alice
Posted
17 minutes ago, MSM_Alice said:

Thank you. now they are there.
I forgot they get reset by an upgrade or such. 

Will have ot do a longer playthrough and test those myself, I had hoped I';d have a larger sample size but forgot the count gets reset at upgrades of their respective subsystems. 

I can go back to previous versions on that save

Posted (edited)
23 minutes ago, Mimirue17 said:

I can go back to previous versions on that save

The QOh Subsystem got upgraded almost every single time :) |
It is okay. will ask for it later. 
Maybe I'll make it so the stats are not reset on subsystem upgrade going forward. 

Edited by MSM_Alice
Posted
7 minutes ago, MSM_Alice said:

The QOh Subsystem got upgraded almost every single time :) |
It is okay. will ask for it later. 
Maybe I'll make it so the stats are not reset. 

Papyrus.0.log

here is the save results back to 433 which it was on before I was setting up for new game on the story arc one.

Posted (edited)
24 minutes ago, Mimirue17 said:

Papyrus.0.log 169.84 kB · 1 download

here is the save results back to 433 which it was on before I was setting up for new game on the story arc one.

That is a bit better, but still only has data until the previous reset, which was nearby since I had just adde  QOH lines and new music. 
I will make that statistics gathering system not reset its gathered statistics on any version upgrade 
So only on a brand new playthrough would do a statistics reset.

Will bug you again in 2 weeks from when i deploy that version.
 

Edited by MSM_Alice
Posted

New test version.
I think I fixed the problems that were occurring when the autoexit (autocooker by intensity) was set to off, with misidentifying the end defeat terms. @Mimirue17 
More replies added at the end of prostitution too, for both player and customer, based on the quality of services. @JemappelleRedacted

 


I think this is the first version that should be usable without XDI.
Upgradable from 1.0436 ( but not from before) 

MSMA_Act1_[In_Development]_1_0437.zip

Posted (edited)

Just updated from 433 to 437, new game, the hologram at Marina's shop is invisible. Another thing I don't know how to approach is the looksmenu toggle on hairstyle/makeup, camera doesn't turn to my character.(It has been like this since previous versions), so I have to just confirm, then open LM again from the SAM menu

Edited by Chubrikone
Posted

the msma sexfight orgasm sounds don't work for some reason, so i have to switch back to the standard one. is there something i could be missing?

Posted (edited)
1 hour ago, Chubrikone said:

Just updated from 433 to 437, new game, the hologram at Marina's shop is invisible. Another thing I don't know how to approach is the looksmenu toggle on hairstyle/makeup, camera doesn't turn to my character.(It has been like this since previous versions), so I have to just confirm, then open LM again from the SAM menu


hello.
1.0437 is an internal in-development version, not meant to work on upgraded playthroughs. 

->  Stable version is Prelude 
->  Act1 latest version before story mode is 1.0433 from the main page 
->  Act1 latest version with story mode is 1.0450 from the main page. 

1.0450 should be used with a new playthrough, not an upgrade. 
The hologram at Marina will be invisible until after your first game save/load in a playthrough.
(Maybe Looksmenu needs the same?)

Edited by MSM_Alice
Posted
21 minutes ago, Yosh36 said:

the msma sexfight orgasm sounds don't work for some reason, so i have to switch back to the standard one. is there something i could be missing?

They might be too low volume.
You can work with the default one, no worries there

 

Posted (edited)

Re-tested looksmenu at Marina, just now did not have a problem rotating the camera to look at the face.  New game on 1.0450
I am developing on OG, though, maybe there's something with the new AG/NG versions? @Chubrikone

looksmenu.thumb.jpg.d7c79d46e55fac12bb84574310c17f74.jpg

Edited by MSM_Alice
Posted
6 hours ago, MSM_Alice said:


hello.
1.0437 is an internal in-development version, not meant to work on upgraded playthroughs. 

->  Stable version is Prelude 
->  Act1 latest version before story mode is 1.0433 from the main page 
->  Act1 latest version with story mode is 1.0450 from the main page. 

1.0450 should be used with a new playthrough, not an upgrade. 
The hologram at Marina will be invisible until after your first game save/load in a playthrough.
(Maybe Looksmenu needs the same?)

Yes yes I know, I had read the last 30 pages of comments and was excited to test the new version. But true, I didn't save and reload, the save was totally fresh, so I guess that's the reason. Your mod is something else, thank you 

Posted
7 hours ago, MSM_Alice said:

Re-tested looksmenu at Marina, just now did not have a problem rotating the camera to look at the face.  New game on 1.0450
I am developing on OG, though, maybe there's something with the new AG/NG versions? @Chubrikone

looksmenu.thumb.jpg.d7c79d46e55fac12bb84574310c17f74.jpg

Yea I am in NG and also I use SAM, I don't know if that could influence it somehow, as the LM option in the SAM menu doesn't change the camera position. When I am in first person and I use Marina's LM, it opens but camera stays in first person until I click Done, then it rotates to my PC for a very short moment before it changes again in the FP camera. If I use it while in 3rd person, the camera stays at my neck.

Posted
3 minutes ago, Chubrikone said:

Yea I am in NG and also I use SAM, I don't know if that could influence it somehow, as the LM option in the SAM menu doesn't change the camera position. When I am in first person and I use Marina's LM, it opens but camera stays in first person until I click Done, then it rotates to my PC for a very short moment before it changes again in the FP camera. If I use it while in 3rd person, the camera stays at my neck.

NG probably is the difference here. I probably need to do some specific work for NG-Looks Menu.

You can just use the LM at marina on/off to get the gamplay effects, but do the actual changes in your normal LM path where you can see them.
It is all the same. 

Posted
1 minute ago, MSM_Alice said:

NG probably is the difference here. I probably need to do some specific work for NG-Looks Menu.

You can just use the LM at marina on/off to get the gamplay effects, but do the actual changes in your normal LM path where you can see them.
It is all the same. 

Yes, that is what I do, I was just wondering if it was something I could fix to skip using multiple menus/tools. Thank anyway

Posted
2 minutes ago, Chubrikone said:

Yes, that is what I do, I was just wondering if it was something I could fix to skip using multiple menus/tools. Thank anyway

If you send me screenshots or a short video ( or a flow diagram)  with what happens, I  will attempt to create an optional blind fix for NG ( as my dev setup is OG) to apply some offsets that would compensate for what I will be seeing in those screenshots.

Posted
25 minutes ago, MSM_Alice said:

If you send me screenshots or a short video ( or a flow diagram)  with what happens, I  will attempt to create an optional blind fix for NG ( as my dev setup is OG) to apply some offsets that would compensate for what I will be seeing in those screenshots.

Ok, I will try to record a video. Can i upgrade from 437 to 450 on the same save or it is better to start new game?

Posted
25 minutes ago, Chubrikone said:

Ok, I will try to record a video. Can i upgrade from 437 to 450 on the same save or it is better to start new game?

It should be okay from 1.0470.

Posted (edited)

not sure if this is specific to the last couple of development versions - but the standard fly cam in AAF has increased the increments of movement by a lot.   It is probably 4 times what is normal so you can end up underground or in buildings and have to very slightly tap the movement keys to keep the scene in proximity.   Trying to figure out what settings control the sensitivity of the movements so I can readjust it back to normal.

 

edit: 433 was fine I think - but it started sometime between then and the latest one.

Edited by Mimirue17
Posted (edited)
19 minutes ago, Mimirue17 said:

not sure if this is specific to the last couple of development versions - but the standard fly cam in AAF has increased the increments of movement by a lot.   It is probably 4 times what is normal so you can end up underground or in buildings and have to very slightly tap the movement keys to keep the scene in proximity.   Trying to figure out what settings control the sensitivity of the movements so I can readjust it back to normal.

 

edit: 433 was fine I think - but it started sometime between then and the latest one.

Hmm... Didn't change anything specific with the classic flycam speed on my scripts, in any of these updates. 
I'm not sure I ever set anything related to it.
As far as I can remember, I always leave it on defaults (decided by AAF or perhaps Violate)

Only on the custom Orbit cam, the one driven by the invisible eyebot.
Might be something conjunctural.

 

Edited by MSM_Alice

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