chrystelle Posted Sunday at 08:14 PM Author Posted Sunday at 08:14 PM It used to way back in v1 (the texture has open permissions, so it was just included, with credit), but it tuns out that method of applying the overlay dynamically on a lot of actors has performance implications, and it can conflict with a lot of other popular mods that apply overlays. So now it's just recommended to download the mod and apply it via Race Menu if you want to.
pleasetryme Posted Tuesday at 06:54 AM Posted Tuesday at 06:54 AM trying out your mod now have some questions about the pregnancy chance i have fertility reloaded installed does that pregnancy chance is a direct link to pregnancy chance in fertility reloaded, does creature pregnancy need on or off so i can assume that its a seperate system now, i had a spider fill me was so wicked and her moans and inflation and the red status bar top left, still learning it i have ostim standalone installed in a working build and trying to set up o creatures correctly now, its not needed but would be cool if there was a debug mode like as an idea where you can press a button and its like a creature is filling you same sound reaction and bar and filling to test it etc without a creature i havnt gone right into it yet but if you have or will add factions for things these can be used with skyrimnet to make awareness like the data of how full you are and with what like spidereggwomb value etc its
chrystelle Posted Tuesday at 02:37 PM Author Posted Tuesday at 02:37 PM (edited) Well, I know I said I wouldn't but... I took a peek at the SexLab API to see what would be involved in making it compatible. And then one thing led to another, and, well, you know... Anyway, I ended up refactoring some things so that OStim and SexLab event listeners both take the data and forward it on to internal events. So basically an interface. This should help make it easier to maintain in the long run, in addition to making it easier to adapt to different animation frameworks. Major caveat #1: The SexLab bits are all based on the GitHub function documentation for P+. I think it should probably work for OG SexLab, but I have no idea for sure. Major caveat #2: The SexLab integration is coded blind, meaning I followed the documentation, and it does actually compile in Papyrus, but it is completely untested in-game. I don't want to mess with my current mod set up, and I really don't want to set up a completely separate game installation as a test environment, so I need some brave souls willing to test it out for me and share their Papyrus logs if there are any issues. Edited Tuesday at 02:51 PM by chrystelle
uhububo Posted Tuesday at 07:26 PM Posted Tuesday at 07:26 PM (edited) I just updated to 3.1.0 (after cleaning with resaver) and now the ui bar in the top left is permanently seeable even outside of scenes. is this intended? it is a bit distracting, and it wasn't there before i updated. Edit: bar actually seems to be completely broken, doesn't change with oviposition at all. Edited Tuesday at 09:25 PM by uhububo added info
coyanimefreak Posted Tuesday at 08:43 PM Posted Tuesday at 08:43 PM thank you so much, i just tried getting ostim with my mods and i couldn't find what i needed
chrystelle Posted Tuesday at 10:30 PM Author Posted Tuesday at 10:30 PM 3 hours ago, uhububo said: I just updated to 3.1.0 (after cleaning with resaver) and now the ui bar in the top left is permanently seeable even outside of scenes. is this intended? it is a bit distracting, and it wasn't there before i updated. Edit: bar actually seems to be completely broken, doesn't change with oviposition at all. Can you provide more detail about your setup and your papyrus log? If you're using sexlab, the log will be very useful to me to see what parts are working and what is not. I don't have a test setup for sexlab. I made a few tweaks to how the bar initializes to help prevent it from staying visible after it first initializes. I also tweaked the Intuition key (G by default) to also function as an un-sticker for the progress bar, so when you press G, it should go away. I'm packaging up the patch now.
coyanimefreak Posted Wednesday at 03:44 AM Posted Wednesday at 03:44 AM i cant get the pregnancy's to progress passing time, using potions, setting the skip early stages, butt nothing, the pregnancy is just stuck at 0%. i made a new save too
chrystelle Posted Wednesday at 03:59 AM Author Posted Wednesday at 03:59 AM (edited) 15 minutes ago, coyanimefreak said: i cant get the pregnancy's to progress passing time, using potions, setting the skip early stages, butt nothing, the pregnancy is just stuck at 0%. i made a new save too This is using SexLab, right? Would you mind zipping and sharing all of your logs in My DOcuments/My Games/Skyrim Special Edition/Logs? If you don't have any lines in them that start with "Egg Mania: ", go in the MCM to Debug and enable Verbose logging. Then, trigger some updates by passing an hour at a time using the wait menu, waiting a few seconds in between. That should help me see what's going on. EDIT: Maybe you could DM the logs to me if you don't want to post them. EDIT 2: Also, send me a screenshot if you can of the "Player State" tab in the MCM, and take one of the unnatural growth potions while its logging so I can see why it's not progressing. Edited Wednesday at 04:01 AM by chrystelle 1
coyanimefreak Posted Wednesday at 04:18 AM Posted Wednesday at 04:18 AM 15 minutes ago, chrystelle said: This is using SexLab, right? Would you mind zipping and sharing all of your logs in My DOcuments/My Games/Skyrim Special Edition/Logs? If you don't have any lines in them that start with "Egg Mania: ", go in the MCM to Debug and enable Verbose logging. Then, trigger some updates by passing an hour at a time using the wait menu, waiting a few seconds in between. That should help me see what's going on. EDIT: Maybe you could DM the logs to me if you don't want to post them. EDIT 2: Also, send me a screenshot if you can of the "Player State" tab in the MCM, and take one of the unnatural growth potions while its logging so I can see why it's not progressing. well i dont have anything in DOcuments/My Games/Skyrim Special Edition/Logs aside from a folder with old papyrus logs do you want me to make a new papyrus log? also i do use mo2 so sum stuff might not be in there. but im getting everything else.
coyanimefreak Posted Wednesday at 04:28 AM Posted Wednesday at 04:28 AM 28 minutes ago, chrystelle said: This is using SexLab, right? Would you mind zipping and sharing all of your logs in My DOcuments/My Games/Skyrim Special Edition/Logs? If you don't have any lines in them that start with "Egg Mania: ", go in the MCM to Debug and enable Verbose logging. Then, trigger some updates by passing an hour at a time using the wait menu, waiting a few seconds in between. That should help me see what's going on. EDIT: Maybe you could DM the logs to me if you don't want to post them. EDIT 2: Also, send me a screenshot if you can of the "Player State" tab in the MCM, and take one of the unnatural growth potions while its logging so I can see why it's not progressing. here is the log and screen shots i took the stat shot after waiting 4 hr https://fileport.io/sfxYApKaYxhy
chrystelle Posted Wednesday at 04:56 AM Author Posted Wednesday at 04:56 AM (edited) 29 minutes ago, coyanimefreak said: here is the log and screen shots i took the stat shot after waiting 4 hr https://fileport.io/sfxYApKaYxhy This is helpful. The first thing to address is that Papyrus Extender seems to be missing or out of date. I can tell by this line: Error: Cannot call HasMagicEffectWithKeyword() on a None object, aborting function call That function comes from Papyrus Extender. https://www.nexusmods.com/skyrimspecialedition/mods/22854 Go ahead and install that and let things run again for a while, and then let's look at the logs again. You may need to click "unweave all" in the debug menu to completely reset yourself, and then give yourself one of the curse concoctions to speed things along. EDIT: I might have jumped the gun, let me look through it a bit more. It's not saying it can't find the function., but that the alias is not set. Let me keep looking and see if I can find the root error. Edited Wednesday at 04:59 AM by chrystelle
chrystelle Posted Wednesday at 05:22 AM Author Posted Wednesday at 05:22 AM (edited) So, for some reason I cannot even imagine, it looks like the alias slot reserved for the player was somehow initialized without the Ref being set. I use Ref as a way to cache the actor reference for each of the 128 alias slots (max number of affected npcs) to make things much more performant since the mod has a lot of "state" checks for various status effects and such. Calling (Alias1.GetReference() as Actor).HasSomeStatus() all the time would get really heavy. I'm not sure why this got set to 'none' for you, but that's why you see all these errors in the logs. I'll have to look into it more and see if I can reproduce it, but in the meantime, here's a quick fix you can try: This replacement script adds a check when the game is loaded to ensure the player alias has it's Ref set properly. So if you save the game, exit completely, drop this script in your scripts folder, it should fix itself. EDIT: Updated the fix script to re-run the Init() function on the player instead of just setting the Ref, because if the Ref isn't set, probably the other part didn't run either and needs to. EMQuestScript.pex Edited Wednesday at 05:30 AM by chrystelle
coyanimefreak Posted Wednesday at 05:34 AM Posted Wednesday at 05:34 AM (edited) 12 minutes ago, chrystelle said: So, for some reason I cannot even imagine, it looks like the alias slot reserved for the player was somehow initialized without the Ref being set. I use Ref as a way to cache the actor reference for each of the 128 alias slots (max number of affected npcs) to make things much more performant since the mod has a lot of "state" checks for various status effects and such. Calling (Alias1.GetReference() as Actor).HasSomeStatus() all the time would get really heavy. I'm not sure why this got set to 'none' for you, but that's why you see all these errors in the logs. I'll have to look into it more and see if I can reproduce it, but in the meantime, here's a quick fix you can try: This replacement script adds a check when the game is loaded to ensure the player alias has it's Ref set properly. So if you save the game, exit completely, drop this script in your scripts folder, it should fix itself. EDIT: Updated the fix script to re-run the Init() function on the player instead of just setting the Ref, because if the Ref isn't set, probably the other part didn't run either and needs to. EMQuestScript.pex 46.47 kB · 0 downloads i have had issues with other SL/LL mods saying i don't have Papyrus Extender even thought i have the latest version ill test tomorrow sleepy time now Edited Wednesday at 05:35 AM by coyanimefreak
chrystelle Posted Wednesday at 05:39 AM Author Posted Wednesday at 05:39 AM (edited) Maybe you selected the wrong version for your Skyrim exe when you installed PE? It can be confusing. Sometimes people think they don't have "AE" if they never bought the actual Anniversary Edition with all the CC content, but from what I understand, anyone with SSE has been updated to the "AE" version of the Skyrim exe if they are letting Steam do its regualr updates. Anyway, just might want to double check it if you're getting errors. Possibly that could have something to do with why it initially wasn't set. But whatever reason, this script replacement should fix at least that issue, and then you can see if anything else pops up. Edited Wednesday at 05:39 AM by chrystelle
coyanimefreak Posted Wednesday at 05:51 AM Posted Wednesday at 05:51 AM 10 minutes ago, chrystelle said: Maybe you selected the wrong version for your Skyrim exe when you installed PE? It can be confusing. Sometimes people think they don't have "AE" if they never bought the actual Anniversary Edition with all the CC content, but from what I understand, anyone with SSE has been updated to the "AE" version of the Skyrim exe if they are letting Steam do its regualr updates. Anyway, just might want to double check it if you're getting errors. Possibly that could have something to do with why it initially wasn't set. But whatever reason, this script replacement should fix at least that issue, and then you can see if anything else pops up. i simplified the AE stuff by just buying the upgrade. also i had Papyrus Extender loading before powerofthree's Tweaks so maybe thats the problem, but its apparently been like that from the beginning of my modlist.
chrystelle Posted Wednesday at 05:56 AM Author Posted Wednesday at 05:56 AM (edited) Another thought: If you haven't already, look at installing Papyrus Tweaks: https://www.nexusmods.com/skyrimspecialedition/mods/77779 It's not technically a requirement for the mod, but it's really helpful since it gives Papyrus more headroom to help avoid unpredictable errors. It's pretty much a requirement for any modern Skyrim modlist. Nevermind, I just refreshed and see your comment above now. I don't really know, it's a weird error. Let me know how things go after adding the script that has the nudge on reload. Edited Wednesday at 05:58 AM by chrystelle
coyanimefreak Posted Wednesday at 06:07 AM Posted Wednesday at 06:07 AM 10 minutes ago, chrystelle said: Another thought: If you haven't already, look at installing Papyrus Tweaks: https://www.nexusmods.com/skyrimspecialedition/mods/77779 It's not technically a requirement for the mod, but it's really helpful since it gives Papyrus more headroom to help avoid unpredictable errors. It's pretty much a requirement for any modern Skyrim modlist. Nevermind, I just refreshed and see your comment above now. I don't really know, it's a weird error. Let me know how things go after adding the script that has the nudge on reload. the .pex file didnt help. also it seems that reinstalling the papyrus mods did not change anything. am i cooked? Papyrus.0.log
chrystelle Posted Wednesday at 06:18 AM Author Posted Wednesday at 06:18 AM 4 minutes ago, coyanimefreak said: the .pex file didnt help. also it seems that reinstalling the papyrus mods did not change anything. am i cooked? Papyrus.0.log 404.05 kB · 0 downloads Ok so wow, it's not just that the Ref property didn't get set, and not just that the Init() function didn't run - that alias is empty, it has no reference. That's nuts, that's not even something done by any script, that's done by the game engine when the quest initializes. I have zero thought as to how that could happen. But... we can still nudge it back on track. Try this tweaked script, which adds a line to try to force the alias to the player. It might fail since it's already set to a specific ref (the player) in the CK, but it's worth a try.EMQuestScript.pex
uhububo Posted Wednesday at 04:10 PM Posted Wednesday at 04:10 PM 16 hours ago, chrystelle said: Can you provide more detail about your setup and your papyrus log? If you're using sexlab, the log will be very useful to me to see what parts are working and what is not. I don't have a test setup for sexlab. I made a few tweaks to how the bar initializes to help prevent it from staying visible after it first initializes. I also tweaked the Intuition key (G by default) to also function as an un-sticker for the progress bar, so when you press G, it should go away. I'm packaging up the patch now. I just tried it with the 3.1.1 patch and now the bar works like it's supposed to, and toggling with intuition also works perfectly. thank you so much for updating so quickly! One question: is this mods defeat mechanic compatible with defeat mods like ODefeat (which i use)? I haven't gotten around to testing this out, but the surrender function of your mod has been working fine so far.
chrystelle Posted Wednesday at 05:03 PM Author Posted Wednesday at 05:03 PM (edited) No, if you use ODefeat or Acheron or anything else along those lines, leave the "disable player death" (or something like that) toggle in Egg Mania's MCM disabled. It's off by default, so just leave it off. You can still use the surrender key to get the same effect, just without actually waiting to die. It was set up this way to enable compatibility by letting other mods handle player death but still allowing a way to trigger surrender manually. EDIT: It would probably be a good idea for me to detect those mods being loaded and grey out the option in the MCM automatically to prevent issues. I'll put that on the list for the next patch. Edited Wednesday at 05:11 PM by chrystelle 1
coyanimefreak Posted Wednesday at 08:20 PM Posted Wednesday at 08:20 PM 13 hours ago, chrystelle said: Ok so wow, it's not just that the Ref property didn't get set, and not just that the Init() function didn't run - that alias is empty, it has no reference. That's nuts, that's not even something done by any script, that's done by the game engine when the quest initializes. I have zero thought as to how that could happen. But... we can still nudge it back on track. Try this tweaked script, which adds a line to try to force the alias to the player. It might fail since it's already set to a specific ref (the player) in the CK, but it's worth a try.EMQuestScript.pex ok that .pex seems to have fixed it. my characters boob sliders are stuck at full but that has always been a thing with your mod so i figured it was just a feature butt idk now. also my character died after drinking the dragon egg potion lol too many egg haha. anyways i went a head and put some logs and screenshot in the zip if anything is useful.more shit.zip
coyanimefreak Posted Wednesday at 08:22 PM Posted Wednesday at 08:22 PM Just now, coyanimefreak said: ok that .pex seems to have fixed it. my characters boob sliders are stuck at full but that has always been a thing with your mod so i figured it was just a feature butt idk now. also my character died after drinking the dragon egg potion lol too many egg haha. anyways i went a head and put some logs and screenshot in the zip if anything is useful.more shit.zip i think something might be wrong with my load order but idk, i have some other miner problems, but i fully reinstalled my papyrus add-on mods
uhububo Posted 17 hours ago Posted 17 hours ago (edited) sorry to bother you again about the bar in the top left, but i'm still having problems with it. i had some problems with another mod so i had to go back to a cleaned version of an earlier save (where a previous version of egg mainia, i think 3.0.2), was installed), but now the bar wont show. i even tried going to my backup save at the very start of the game where no version of egg mania was installed, but it also doesn't show there when i pressed the intuition button. i attached my papyrus logs from trying this out on the backup save. Papyrus.0.log Edit: i just tried it out on my current progress save, and while it didn't work outside of a scene with the intuition button, it now shows up during a surrender scene. also shows progress and works with intuition after exiting the scene, just not when empty which is where my confusion came from! Edited 17 hours ago by uhububo
chrystelle Posted 13 hours ago Author Posted 13 hours ago (edited) 4 hours ago, uhububo said: sorry to bother you again about the bar in the top left, but i'm still having problems with it. i had some problems with another mod so i had to go back to a cleaned version of an earlier save (where a previous version of egg mainia, i think 3.0.2), was installed), but now the bar wont show. i even tried going to my backup save at the very start of the game where no version of egg mania was installed, but it also doesn't show there when i pressed the intuition button. i attached my papyrus logs from trying this out on the backup save. Papyrus.0.log 616.79 kB · 0 downloads Edit: i just tried it out on my current progress save, and while it didn't work outside of a scene with the intuition button, it now shows up during a surrender scene. also shows progress and works with intuition after exiting the scene, just not when empty which is where my confusion came from! Yeah, I think it's working correctly for you now. It's intended to not show the bar when pressing G unless the PC is actually filling with something. I thought if it did, it would be more confusing because it would seem stuck at zero, when really it's just not relevant. EDIT: The progress bar is also exclusively for the player and will not show if you press G while targeting an NPC. It shows for the player when pressing G (if relevant), when a rapid growth effect triggers, and in oviposition. Edited 13 hours ago by chrystelle
chrystelle Posted 13 hours ago Author Posted 13 hours ago I'm open to suggestions on: Agent of Clavicus Vile effect Agent of Hircine effect Agent of Vaermina effect
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