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Can't call SL Aroused functions


dev1antM1nd

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I'm having troubles calling SexLab Aroused

I've been calling SexLab framework functions without any difficulty in my mod. When I started to access slaFrameworkScr, it never worked for me.

Before I can compile my script to reference 'slaFrameworkScr', I found the aroused mod didn't ship with its script source. Thus I extracted its script source from SexLabAroused.bsa from the mod and copied them to the data\scripts\source.

With that my script can compile. Yet when I click the "Propeties" button from my quest's scripts tab to link the properties, I got this error "errors encountered while attempting to reload the script".

Once I commented out the lines that references the aroused script (like slaFrameworkScr and its functions), the properties tab works.

Thus for now, I actually use the low level code from slaFrameworkScr to access the aroused functions. (like accessing the Faction 'sla_Exposure' and the StorageUtil with "SLAroused.ActorExposureDate" and "SLAroused.ActorExposure" directly)

Can anyone help?

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Someone92,

Thanks for the response. The way I include the aroused script is no different from how I include SexLab framework. Yet the former failed when the latter works just fine. I've been starting animation sequences in game.

 

rangedphoenix,

Thanks for the response. No, I didn't copy the extracted .pex files to the data\scripts. Only the .psc to data\scripts\source. And apparently this is the cause of the problem. Once I copied those .psx files after seeing your post, the properties tab can be opened and I successfully mapped the slaFrameworkScr to my property. And my script function works as expected. I really appreciate your help.

 

I do like to understand a bit more about all this. I understand that the SexLabAroused.esm doesn't bundle the .psc files thus I had to copy the .psc files or the script won't even compile. I thought the compiled scripts (.psx files, right?) had to be included in the .esm so that the mod would work. Thus I didn't copy the .psx files. Apparently I was wrong. And I never use Game.GetFormFromFile(). Sounds like there are many different ways to use other mods' scripts. Are there sites that have documentation about this?

 

Thanks again to both of you.

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Not sure how much this will help, but this is one of the most comprehensive lists of objects and their functions I know of: http://www.creationkit.com/Script_Objects

 

Like I mentioned before, I had that problem before in my scripts. Glad I could help you out.

 

But yeah. I'd advise away from game.getformfromfile() if you don't really need it. Having a file as a hard master is easier, to say the least. I'm not aware of specific documentation other than that, but you can see how I use the game.getformfromfile() in my werewolf hybrid mod. It's inside the full corruption script.

 

Its .pex (papyrus executable, I'd assume). But yeah, they are separate files from the ESM. I find it kind of amusing that the creation kit can't find things that are packed inside a BSA when it uses the BSA's for skyrim just fine, but I guess that's getting off topic.

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Not sure how much this will help, but this is one of the most comprehensive lists of objects and their functions I know of: http://www.creationkit.com/Script_Objects

 

Like I mentioned before, I had that problem before in my scripts. Glad I could help you out.

 

But yeah. I'd advise away from game.getformfromfile() if you don't really need it. Having a file as a hard master is easier, to say the least. I'm not aware of specific documentation other than that, but you can see how I use the game.getformfromfile() in my werewolf hybrid mod. It's inside the full corruption script.

 

Its .pex (papyrus executable, I'd assume). But yeah, they are separate files from the ESM. I find it kind of amusing that the creation kit can't find things that are packed inside a BSA when it uses the BSA's for skyrim just fine, but I guess that's getting off topic.

 

Thanks for the link. Apparently I use http://www.creationkit.com for all the scripting documentation yet I didn't get to this hierarchy page before. Thanks for that. I have very limited time to spend in moding so I get what I need and didn't explore the full scope of its documentation.

 

So I guess the creation kit could have done better to locate the .pex from the ESM. After all, all the needed scripts need to be bundled so a mod can work. Your experience definitely helps here as I would never had imagined that.

 

Thanks again. This thread should be closed now.

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