aljustineg Posted February 27, 2014 Posted February 27, 2014 nice i just test this and its works fine how about the debuffs do you still plan to add it on the next version? and how about the healing state are you going to put a notification about the status of your ass,pussy,or mouth if it has recover
Guest Devocracy Posted February 27, 2014 Posted February 27, 2014 I re-enabled logging but Papyrus has changed the way it logs it seems, I get some RNPC log file which has like two lines with numbers, and then I got an Apros log file which is only two lines. I'd copy/paste what it says but for some reason I can't copy/paste.It basically says either jcontainers isn't installed or one of the VC++ dependencies isn't. Now the beta automatically installs jcontainers, correct? So I'm assuming the VC++ file you linked on the first page may not be the right one? It is the 64 bit version which doesn't make much sense since one would think a 32 bit game would require the x86 version. I'll try the x86 version instead and see what happens.
gooser Posted February 27, 2014 Posted February 27, 2014 nice i just test this and its works fine how about the debuffs do you still plan to add it on the next version? Not exactly. The next release is going to focus on bug fixes, more formal support for Followers/Companions, and Male PC/NPC -> Female interactions. Debuffs are currently being worked upon by Foxyvixen, and I haven't seen the progress on those in a week. So a little slower on those.
aljustineg Posted February 27, 2014 Posted February 27, 2014 nice i just test this and its works fine how about the debuffs do you still plan to add it on the next version? Not exactly. The next release is going to focus on bug fixes, more formal support for Followers/Companions, and Male PC/NPC -> Female interactions. Debuffs are currently being worked upon by Foxyvixen, and I haven't seen the progress on those in a week. So a little slower on those. ok il look forward for it the bug fixes could be great cause i keep seeing my name listed on the notification when i let my follower get nailed by other npc`s
gooser Posted February 27, 2014 Posted February 27, 2014 nice i just test this and its works fine how about the debuffs do you still plan to add it on the next version? Not exactly. The next release is going to focus on bug fixes, more formal support for Followers/Companions, and Male PC/NPC -> Female interactions. Debuffs are currently being worked upon by Foxyvixen, and I haven't seen the progress on those in a week. So a little slower on those. ok il look forward for it the bug fixes could be great cause i keep seeing my name listed on the notification when i let my follower get nailed by other npc`s Can you provide specifics? Is your character female or male? Follower? Rape or consensual? thx
Guest Devocracy Posted February 27, 2014 Posted February 27, 2014 Here's the Pap and apros log files.After installing the V+ file, it still says either its missing or the jcontainers file is missing in the Apros log, the pap log is a book. Papyrus.0.rar
gooser Posted February 27, 2014 Posted February 27, 2014 Here's the Pap and apros log files. After installing the V+ file, it still says either its missing or the jcontainers file is missing in the Apros log, the pap log is a book. Did you see this? http://www.loverslab.com/topic/25814-sexlab-apropos-formerly-sexlabdescribe/page-29?do=findComment&comment=697028 Edit: You no longer need the VC++ stuff from MS, and you no longer need to install JContainers. The above installer bundles it. Make sure you do a Clean Save approach, and in the process uninstall: 1. Any .psc or .pex file starting with Apropos 2. Apropos.esp (after deactivating the mod in your mod managmeent tool)
moddingnoob Posted February 27, 2014 Posted February 27, 2014 I don't get any messages. Instead I just get "[None]" When I installed apropos I was unaware that there was a new skse, I have since done a clean save and reinstalled, but I still just get "none", what have I done wrong?
gooser Posted February 27, 2014 Posted February 27, 2014 I don't get any messages. Instead I just get "[None]" When I installed apropos I was unaware that there was a new skse, I have since done a clean save and reinstalled, but I still just get "none", what have I done wrong? Have you installed this? http://www.loverslab.com/topic/25814-sexlab-apropos-formerly-sexlabdescribe/page-29?do=findComment&comment=697028
Guest Devocracy Posted February 27, 2014 Posted February 27, 2014 Here's the Pap and apros log files. After installing the V+ file, it still says either its missing or the jcontainers file is missing in the Apros log, the pap log is a book. Did you see this? http://www.loverslab.com/topic/25814-sexlab-apropos-formerly-sexlabdescribe/page-29?do=findComment&comment=697028 Edit: You no longer need the VC++ stuff from MS, and you no longer need to install JContainers. The above installer bundles it. Make sure you do a Clean Save approach, and in the process uninstall: 1. Any .psc or .pex file starting with Apropos 2. Apropos.esp (after deactivating the mod in your mod managmeent tool) I removed the VC stuff from MS, I used Nexus Mod Manager to uninstall the new beta mod, I ran a windows search on "apropos" and came up clean. I re-installed the new beta using the mod manager, I went back to a save I had before I installed the mod, I waited until it said "MCM registered blah blah", I went into MCM and clicked on Apros and nada, no option tree. I went to the console and typed "help apros" and it shows the mod is loaded and it says vagina, oral, etc, are at 0 but still no option tree under MCM, or dialogue when engaging in sex acts. The mod on the first page however, that mod loads without an issue, the option tree is present, however when the dialogue pops up when having sex it just says "none". In short, the original mod activates, I get the option tree but the "none" dialogue, and the new beta just registers but I don't get anything else. Oh, and the original mod on the first page, the minute I load the save I had prior to installing the mod it says "apros has started", the new beta doesn't say that when I go back to an earlier save before the mod was loaded. I just now went back to my very first save, before I had any sexlab mods and still the same results. Is there any chance anyone has the original sexlab describe still? I just wanted that mod but when I re-installed the game and came back for it, it was gone.
moddingnoob Posted February 27, 2014 Posted February 27, 2014 No I hadn't, I will. Can you explain why there's two separate versions and why that one is not accessible from the front page?
Guest Devocracy Posted February 27, 2014 Posted February 27, 2014 No I hadn't, I will. Can you explain why there's two separate versions and why that one is not accessible from the front page? I believe the reason it isn't available on the front page is that it's a "pre-beta" or what I'd refer to as a temporary filler that he's just putting out there to test. And I don't believe he can edit the first page, he has to wait until the OP does it. I'm still trying to get the pre-beta to work and it's just being a butt. I've tried extremely old saves, I've tried uninstalling the mod via mod manager and starting from scratch, and I'm just tired. The mod obviously doesn't like my game, maybe it's conflicting with one of my other mods, I don't know. I've never had an MCM mod not show the option tree before, so this is a new challenge for me. It can't be a missing required mod that I don't have because option trees will show up even if requirements are missing, the mod just won't function fight. Something has to be blocking the option tree from showing up. I'm looking at the pap log and I find it odd that the mod is mentioned under Moonlight Tales, could that mod be conflicting with it? It shouldn't be since that mod just adds a new level of werewolf/werebear immersion, it doesn't have anything to do with dialogue. This is the closet thing we have to Loversvoice, and Loversvoice was one of my favorite mods. So hopefully when the next release comes out, it'll work. I just wish I could figure out why some of you have gotten it to work right while it isn't working for me, doesn't make much sense since I only use 20 mods, and 6 of them are clothing mods and a hair mod.
gooser Posted February 27, 2014 Posted February 27, 2014 No I hadn't, I will. Can you explain why there's two separate versions and why that one is not accessible from the front page? I believe the reason it isn't available on the front page is that it's a "pre-beta" or what I'd refer to as a temporary filler that he's just putting out there to test. And I don't believe he can edit the first page, he has to wait until the OP does it. I'm still trying to get the pre-beta to work and it's just not doing it. I've tried extremely old saves, I've tried uninstalling the mod via mod manager and starting from scratch, and I'm just tired. The mod obviously doesn't like my game, maybe it's conflicting with one of my other mods, I don't know. I've never had an MCM mod not show the option tree before, so this is a new challenge for me. Based on your last submitted papyrus and apropos log files, the mod fails to start because it cannot find JContainers. [02/27/2014 - 11:18:36AM] Apropos log opened (PC) [02/27/2014 - 11:18:36AM] JContainers is not installed or possibly problems with SKSE or other windows (vc++) dependencies missing [02/27/2014 - 11:18:36AM] JContainers is not installed or possibly problems with SKSE or other windows (vc++) dependencies missing Do you find JContainers.dll in your Data\SKSE\Plugins folder and JMap, JValue, JContainers, JArray, JFormMap, and JDB .pex files in your Data\Scripts folder.
gooser Posted February 27, 2014 Posted February 27, 2014 Here's the Pap and apros log files. After installing the V+ file, it still says either its missing or the jcontainers file is missing in the Apros log, the pap log is a book. Did you see this? http://www.loverslab.com/topic/25814-sexlab-apropos-formerly-sexlabdescribe/page-29?do=findComment&comment=697028 Edit: You no longer need the VC++ stuff from MS, and you no longer need to install JContainers. The above installer bundles it. Make sure you do a Clean Save approach, and in the process uninstall: 1. Any .psc or .pex file starting with Apropos 2. Apropos.esp (after deactivating the mod in your mod managmeent tool) I removed the VC stuff from MS, I used Nexus Mod Manager to uninstall the new beta mod, I ran a windows search on "apropos" and came up clean. I re-installed the new beta using the mod manager, I went back to a save I had before I installed the mod, I waited until it said "MCM registered blah blah", I went into MCM and clicked on Apros and nada, no option tree. I went to the console and typed "help apros" and it shows the mod is loaded and it says vagina, oral, etc, are at 0 but still no option tree under MCM, or dialogue when engaging in sex acts. The mod on the first page however, that mod loads without an issue, the option tree is present, however when the dialogue pops up when having sex it just says "none". In short, the original mod activates, I get the option tree but the "none" dialogue, and the new beta just registers but I don't get anything else. Oh, and the original mod on the first page, the minute I load the save I had prior to installing the mod it says "apros has started", the new beta doesn't say that when I go back to an earlier save before the mod was loaded. I just now went back to my very first save, before I had any sexlab mods and still the same results. Is there any chance anyone has the original sexlab describe still? I just wanted that mod but when I re-installed the game and came back for it, it was gone. In the MCM script when Apropos is being initialized, I check for the JContainers: Event OnConfigInit() If (!JContainers.isInstalled()) ToUserLog("JContainers is not installed or possibly problems with SKSE or other windows (vc++) dependencies missing") Return EndIf That is why you don't see anything under the MCM menu. If I don't see JContainers, then I abort, and the menu is not installed.
Guest Devocracy Posted February 27, 2014 Posted February 27, 2014 No I hadn't, I will. Can you explain why there's two separate versions and why that one is not accessible from the front page? I believe the reason it isn't available on the front page is that it's a "pre-beta" or what I'd refer to as a temporary filler that he's just putting out there to test. And I don't believe he can edit the first page, he has to wait until the OP does it. I'm still trying to get the pre-beta to work and it's just not doing it. I've tried extremely old saves, I've tried uninstalling the mod via mod manager and starting from scratch, and I'm just tired. The mod obviously doesn't like my game, maybe it's conflicting with one of my other mods, I don't know. I've never had an MCM mod not show the option tree before, so this is a new challenge for me. Based on your last submitted papyrus and apropos log files, the mod fails to start because it cannot find JContainers. [02/27/2014 - 11:18:36AM] Apropos log opened (PC) [02/27/2014 - 11:18:36AM] JContainers is not installed or possibly problems with SKSE or other windows (vc++) dependencies missing [02/27/2014 - 11:18:36AM] JContainers is not installed or possibly problems with SKSE or other windows (vc++) dependencies missing Do you find JContainers.dll in your Data\SKSE\Plugins folder and JMap, JValue, JContainers, JArray, JFormMap, and JDB .pex files in your Data\Scripts folder. The jcontainers.dll is in Data/skse/plugins - check All the J pex files are in data/scripts. And all the j psc files are in the data/scripts/source folder. Could another skse plugin be blocking them though? Here are my other skse plugins, one of them is making me wonder.. Fuz Ro D'oh.dll - needed Jcontainers.dll - needed MfgConsole.dll - not sure what its for nioveride.dll - think this is for Defeat or arousal, can't remember StorageUtil.dll - no clue where this one came from but it generates a save file, I think it's part of the new Sexlab framework. Is there any way to force the mod to find the files, or bypass the check and bring up the menu? I'm going to put it on the top of the load order next, well on top of the other esp's of course, worth a shot, and then at the very bottom. But after that I'm out of ideas since all the files are in the right place, so I have no idea why the mod isn't detecting them.
gooser Posted February 27, 2014 Posted February 27, 2014 No I hadn't, I will. Can you explain why there's two separate versions and why that one is not accessible from the front page? I believe the reason it isn't available on the front page is that it's a "pre-beta" or what I'd refer to as a temporary filler that he's just putting out there to test. And I don't believe he can edit the first page, he has to wait until the OP does it. I'm still trying to get the pre-beta to work and it's just not doing it. I've tried extremely old saves, I've tried uninstalling the mod via mod manager and starting from scratch, and I'm just tired. The mod obviously doesn't like my game, maybe it's conflicting with one of my other mods, I don't know. I've never had an MCM mod not show the option tree before, so this is a new challenge for me. Based on your last submitted papyrus and apropos log files, the mod fails to start because it cannot find JContainers. [02/27/2014 - 11:18:36AM] Apropos log opened (PC) [02/27/2014 - 11:18:36AM] JContainers is not installed or possibly problems with SKSE or other windows (vc++) dependencies missing [02/27/2014 - 11:18:36AM] JContainers is not installed or possibly problems with SKSE or other windows (vc++) dependencies missing Do you find JContainers.dll in your Data\SKSE\Plugins folder and JMap, JValue, JContainers, JArray, JFormMap, and JDB .pex files in your Data\Scripts folder. The jcontainers.dll is in Data/skse/plugins - check All the J pex files are in data/scripts. And all the j psc files are in the data/scripts/source folder. Could another skse plugin be blocking them though? Here are my other skse plugins, one of them is making me wonder.. Fuz Ro D'oh.dll - needed Jcontainers.dll - needed MfgConsole.dll - not sure what its for nioveride.dll - think this is for Defeat or arousal, can't remember StorageUtil.dll - no clue where this one came from but it generates a save file, I think it's part of the new Sexlab framework. Hard to say, I have all of those, exclude nioverride.dll (NetImmerse Override). Is it possible that the JContainer files were not upgraded using the last installer I posted? I bundled version 0.58 of JContainers (latest). If you have an older version, then my sanity check: JContainers.isInstalled() Will fail itself because the API isn't there. If you want, you could go download the JContainers installer overwrite the files by hand. Otherwise we could ask Earendil what might be causing the failure with his plugin in your particular environment.
Earen Posted February 27, 2014 Posted February 27, 2014 No I hadn't, I will. Can you explain why there's two separate versions and why that one is not accessible from the front page? I believe the reason it isn't available on the front page is that it's a "pre-beta" or what I'd refer to as a temporary filler that he's just putting out there to test. And I don't believe he can edit the first page, he has to wait until the OP does it. I'm still trying to get the pre-beta to work and it's just not doing it. I've tried extremely old saves, I've tried uninstalling the mod via mod manager and starting from scratch, and I'm just tired. The mod obviously doesn't like my game, maybe it's conflicting with one of my other mods, I don't know. I've never had an MCM mod not show the option tree before, so this is a new challenge for me. Based on your last submitted papyrus and apropos log files, the mod fails to start because it cannot find JContainers. [02/27/2014 - 11:18:36AM] Apropos log opened (PC) [02/27/2014 - 11:18:36AM] JContainers is not installed or possibly problems with SKSE or other windows (vc++) dependencies missing [02/27/2014 - 11:18:36AM] JContainers is not installed or possibly problems with SKSE or other windows (vc++) dependencies missing Do you find JContainers.dll in your Data\SKSE\Plugins folder and JMap, JValue, JContainers, JArray, JFormMap, and JDB .pex files in your Data\Scripts folder. The jcontainers.dll is in Data/skse/plugins - check All the J pex files are in data/scripts. And all the j psc files are in the data/scripts/source folder. Could another skse plugin be blocking them though? Here are my other skse plugins, one of them is making me wonder.. Fuz Ro D'oh.dll - needed Jcontainers.dll - needed MfgConsole.dll - not sure what its for nioveride.dll - think this is for Defeat or arousal, can't remember StorageUtil.dll - no clue where this one came from but it generates a save file, I think it's part of the new Sexlab framework. Is there any way to force the mod to find the files, or bypass the check and bring up the menu? I'm going to put it on the top of the load order next, well on top of the other esp's of course, worth a shot, and then at the very bottom. But after that I'm out of ideas since all the files are in the right place, so I have no idea why the mod isn't detecting them. are you sure you installed SKSE 1.7?
Guest Posted February 27, 2014 Posted February 27, 2014 One thing I'd like to see support for is Spectator Crowds, or even just whether other NPCs are present. When customising descriptions, a lot could potentially be done for exhibitionist and voyeur stuff, but it's gonna look quite weird if there's no one actually there to watch. Same with gang rape situations where there are attackers waiting their turn. A separate message, one for rape and one for normal, attached to a Spectator tag maybe? A similar possibility is what I use 3rd Person messages for, which is 1st Person messages of my character's reaction to NPCs. This would likely be in line with the proposed Follower messages. Part of the issue is customising messages that will trigger regardless of whether my character can even see the NPC. Not sure what could be done about that though, maybe a MCM toggle for NPC messages to have a different detect radius or even a LoS requirement? I'm not sure what's possible/easy/feasible so I'm just throwing stuff out there. Another similar subject is position types. Right now I have to steer clear of descriptions including stuff like 'on knees', 'legs spread', 'eye contact' and the like. Different txt files for every position type may be pretty damn bloated and a complete chore, but I'm thinking of possible a variable 'position' tag that alters the one set of messages? Again, no idea if that's possible/easy/feasible. I think the majority of the foreplay animations might be a chore to do, since there's no consistency in content, unless you kept the descriptions really damn vague. I also spent some time looking for a mod that allows the corner messages to be tweaked, for example larger text or longer duration, but found precisely bugger all.
Guest Devocracy Posted February 27, 2014 Posted February 27, 2014 Well you figured out my issue.Whenever I re-install Skyrim, I always download the latest stable version of SKSE, and I just always assume that's the one that's required for most mods, so I assumed the latest current build was 1.7, I didn't realize it was 1.6.16. So a moment ago I installed 1.7, well I moved the files to the directory since I always download the archived build since I don't like using installers if I have a choice, most of the applications I use like Gimp and whatnot, I use the portable builds.But guess what works now that I switched to 1.7?Yeah, Aprops works fine now.I shouldn't have any issues with other sexlab mods by using the alpha build, should I?Oh, and should I bother saving using this pre-beta since you're releasing another version? Or will I just be able to install the next verison right over the pre-beta without any issues?Thanks for the help by the way.
gooser Posted February 27, 2014 Posted February 27, 2014 One thing I'd like to see support for is Spectator Crowds, or even just whether other NPCs are present. When customising descriptions, a lot could potentially be done for exhibitionist and voyeur stuff, but it's gonna look quite weird if there's no one actually there to watch. Same with gang rape situations where there are attackers waiting their turn. A separate message, one for rape and one for normal, attached to a Spectator tag maybe? A similar possibility is what I use 3rd Person messages for, which is 1st Person messages of my character's reaction to NPCs. This would likely be in line with the proposed Follower messages. Part of the issue is customising messages that will trigger regardless of whether my character can even see the NPC. Not sure what could be done about that though, maybe a MCM toggle for NPC messages to have a different detect radius or even a LoS requirement? I'm not sure what's possible/easy/feasible so I'm just throwing stuff out there. Another similar subject is position types. Right now I have to steer clear of descriptions including stuff like 'on knees', 'legs spread', 'eye contact' and the like. Different txt files for every position type may be pretty damn bloated and a complete chore, but I'm thinking of possible a variable 'position' tag that alters the one set of messages? Again, no idea if that's possible/easy/feasible. I think the majority of the foreplay animations might be a chore to do, since there's no consistency in content, unless you kept the descriptions really damn vague. I also spent some time looking for a mod that allows the corner messages to be tweaked, for example larger text or longer duration, but found precisely bugger all. Here are some of the factors that Apropos can consume to use when computing/generating descriptions: 1. Animation name, i.e. "Arrok Anal" 2. Animation tags, i.e. "Aggressive", "Dirty", "Gangbang". Look here and here. 3. Stage number 4. Animation Change 5. Player/NPC Purity, Expertise, Pain, Enjoyment, and Arousal 6. Player/NPC is victim 7. Is it Orgasm I currently don't do much of #1 but rather use tags because its much more flexible and forward compatible. But some knowledge of animations might become inevitable. I'm planning on doing #3 and 5 very soon. Highest on my list after getting MalePC/NPC and Female messages. I could have saved you time on the last one. I've spent hours looking into it. We have this, and simply this: http://www.creationkit.com/Notification_-_Debug Someone suggested the Fus Ro Dah SKSE plugin, but that only works for static dialog baked into the .esp.
Shinobi7 Posted February 27, 2014 Posted February 27, 2014 Just a random thought here: How about the ability for the pc to buy a lotion to rub their vagina/ass with to reset their Wear&Tear rank. By doing this a describe message could say your character is experiencing arousal by rubbing themselves and you'd have a pop-up window to choose whether or not to masturbate (with animation). If you chose "no" your arousal level would be very high The advantage here is this is compatible for male and female PC. That's a GREAT idea! Thanks I think it wouldn't be that hard and a nice adition. Also have you seen this mod on orgasm % ? As i posted there I thought Apropos would fit in perfectly!
Marcus01 Posted February 27, 2014 Posted February 27, 2014 Just a random thought here: How about the ability for the pc to buy a lotion to rub their vagina/ass with to reset their Wear&Tear rank. By doing this a describe message could say your character is experiencing arousal by rubbing themselves and you'd have a pop-up window to choose whether or not to masturbate (with animation). If you chose "no" your arousal level would be very high The advantage here is this is compatible for male and female PC. I like this idea, an ointment/salve to heal although from a roleplay perspective I would prefer healing over time instead of instantly and lower a percent of W&T or lower it 1 rank type of thing than a pure reset.
WaxenFigure Posted February 27, 2014 Posted February 27, 2014 Have you looked into how SkyUI does the floating icons with animated status on the upper right of the screen (if you have them enabled)? Perhaps text could be done using the same mechanism.
gooser Posted February 27, 2014 Posted February 27, 2014 Have you looked into how SkyUI does the floating icons with animated status on the upper right of the screen (if you have them enabled)? Perhaps text could be done using the same mechanism. Somewhat unfamiliar territory to me. Presumably you are referring to the likes of ski_activeeffectswidget.psc and how it calls into SKSE/PapyrusUI.cpp (the "UI" namespace): bool Property Enabled {Whether the active effects are displayed or not} bool function get() return _enabled endFunction function set(bool a_val) _enabled = a_val if (Ready) UI.InvokeBool(HUD_MENU, WidgetRoot + ".setEnabled", _enabled) endIf endFunction endProperty I will have to dig into to but there might be something there... appears as if SKSE just places an overlay on top of Skyrim.
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