JustCaroAnon Posted June 21, 2016 Posted June 21, 2016 Is there any reason, other than accidentally letting an old file overwrite, that Apropos might not recognize changes to description files? I'm still seeing lines that I know I removed. I'm going to double-check all of the files anyway, but I'm confused - the description says that it doesn't store those files in-game, only the synonym and Wear & Tear files. I would say check the theme folders if you only edited files outside them. You may have 2 whole copies and the files in the theme folder are used first, if they exist. While you can put numbers in the themes.txt (I think that's the name) so that each theme is used, you may not want to do that, and there is no reason you cannot put a 1 or a 5 even for the one you want, and 0's in the rest.... or even remove the rest so only your chosen theme is present. Interesting...how do the themes actually work? I did play with that file, but I'm not sure how it affects the descriptions. I did some searching and checking of the 'last modified' dates, and I think what's happened is that I hit the wrong button on Teracopy and either didn't overwrite some descriptor files, or only overwrote some and not others. Effects of doing all this editing at strange hours. I've reinstalled Apropos and I plan to start over on editing the descriptions...it's going to take weeks, but at least this way I know I've definitely got it right. Bit of a pity the batch validator bundled with it freaks out if you try to check more than 10 files at a time though...(I looked for another batch validator online and I honestly cannot find anything simple or free, it would be so much quicker if I had one that could handle even half of the files at once.) (Also, sorry if this seems like a silly question Vauria, but how do I run the Apropos edit program?)
karlpaws Posted June 21, 2016 Posted June 21, 2016 Going off memory, a theme is randomly picked based on the weights you list in the themes file. IIRC it is entirely random and a theme is not picked at all based on location, sex type, or any other criteria. If there is a file that matches the animation in the theme folder, that is used, otherwise one is looked for in the main folder. I think it goes theme\unique, theme\tag (vaginal, oral, etc), main\unique, main\tag. There are some posts in either this thread or the Features thread that describe how themes work exactly and some of the other features the 2015 version had over the 2014 one.
JustCaroAnon Posted June 22, 2016 Posted June 22, 2016 So there's another copy of some descriptions in the themes folder? I'm not sure I follow - I'll search this topic and the feature request and see if I can find those posts.
karlpaws Posted June 22, 2016 Posted June 22, 2016 So there's another copy of some descriptions in the themes folder? Exactly, or there can be if you have it setup that way. Double checking the zip I have downloaded from a while ago doesn't show any in the "bdsm" folder, the only theme one that was included. If you have been moving and copying folders around, you might have one where you did not expect it was being used. The logging options will list if a file was checked but found missing, and that can be helpful when trying to find out where things should be, but doesn't help when you're trying to find where things should not be because it doesn't say which file was used.
Vauria Posted June 22, 2016 Posted June 22, 2016 So there's another copy of some descriptions in the themes folder? I'm not sure I follow - I'll search this topic and the feature request and see if I can find those posts. The themes system was supposed to add some further depth to how lines are generated, so the Themes.txt file allows a weighting to be set for each theme. Higher the number, the more likely that theme is to be picked. The idea being that then you could put descriptors and synonyms in the folders these themes reference that match the given theme. So if in game, the bdsm theme is chosen at random, Apropos will first look in the bdsm folder for the files it wants. If it can find synonyms, arousal, wear and tear descriptors and animation description lines here first, it will load them. If it can't, it falls back to the main database. This means that if you change /db/FemaleActor_Male/FemaleActor_Male_Oral_Stage2.txt, but a copy of the original or previously edited file exists in /db/bdsm/FemaleActor_Male/FemaleActor_Male_Oral_Stage2.txt and the bdsm theme is chosen, the lines from the BDSM file will be displayed instead of your edited lines in the main database. Same goes for Synonyms.txt, Arousal_Descriptors.txt and WearAndTear_Descriptors.txt, which should be the only files in the only theme folder (bdsm) in the last official database release. If you want to prevent themes from having any chance at overriding the main database, you can edit the Themes.txt file so every "Weight" is set to 0. [...] I've reinstalled Apropos and I plan to start over on editing the descriptions...it's going to take weeks, but at least this way I know I've definitely got it right. Bit of a pity the batch validator bundled with it freaks out if you try to check more than 10 files at a time though...(I looked for another batch validator online and I honestly cannot find anything simple or free, it would be so much quicker if I had one that could handle even half of the files at once.) (Also, sorry if this seems like a silly question Vauria, but how do I run the Apropos edit program?) I've never had any issues with the batch validator (I'm assuming you mean json_validator.exe?). It does need to be run with the command line to actually be useful (.\json_validator.exe .\) but it'll check the 15 hundred files in my database with no issue. And no, not a silly question I hadn't posted a release yet, so you would have to clone the repo and compile the code yourself to run it, but I am in the process of writing up the description for the initial release, so that'll be online in a bit!
JustCaroAnon Posted June 22, 2016 Posted June 22, 2016 Ah, I see what you mean now! So if I set up the subfolders, it should pick them up as long as I get the names right? I tested how many files the validator would tolerate for me, and it flipped and crashed at 30 files. But I have a feeling it might be my PC, since Windows Explorer keeps crashing whenever I'm doing anything with very large files.
Vauria Posted June 22, 2016 Posted June 22, 2016 Initial Release of Apropos Edit now available! In a stable and useful enough state to release now, so here we go! You will need Java installed, and preferably a version above 8u77 as that's the version the project was built with. The most up to date is always recommended! Simplest way to use is: Download the Apropos_Edit-1.0.jar linked below Place in the /Apropos/ directory, so in the same folder /db/ folder is in If you're using Mod Organiser and letting it's conflict handling across multiple mods handle overwriting one version of the db with another, you will need to combine the folders manually for the editor to see every file. I have no idea how to access the virtual directory MO builds when launching an executable, nor how well it handles writing to it. I'd highly advise merging your repositories anyway, preferably with a local git repository so you can manage conflicts. Launch the jar by double clicking, or with command line "javaw -jar Apropos_Edit-1.0.jar" Select "<other>" from the ComboBox to the right of "Apropos \db\ Location" Select the db folder that should be right in front of you, otherwise navigate to the database you want to open Ignore the NullPointerException that might pop up, it seems to only happen the first time the jar is run from a new location, and I have no idea why. The application should still run just fine. If it does happen more than once, do send me the StackTrace provided Select a folder from the ComboBox below Animation Options, a position from the box below that (will auto select 'Unique' if the folder is in UniqueAnimations.txt), and whether or not you want the Rape files. Load! Right click on lines for options like Clear, Remove or Duplicate, Double Click to edit, escape/click somewhere else to cancel, enter to save the new line. Click the write button to save your changes! Each of the buttons has a (?) next to it which you can hover over for a hopefully informative description of what the button does. If anything breaks or you have any suggestions, please direct them to the Issue Tracker if you have a GitHub account, or otherwise send me a PM on Loverslab to avoid clogging up the main thread.
srayesmanll Posted June 22, 2016 Posted June 22, 2016 Initial Release of Apropos Edit now available! 1.0 Release Version.png In a stable and useful enough state to release now, so here we go! You will need Java installed, and preferably a version above 8u77 as that's the version the project was built with. The most up to date is always recommended! Simplest way to use is: Download the Apropos_Edit-1.0.jar linked below Place in the /Apropos/ directory, so in the same folder /db/ folder is in If you're using Mod Organiser and letting it's conflict handling across multiple mods handle overwriting one version of the db with another, you will need to combine the folders manually for the editor to see every file. I have no idea how to access the virtual directory MO builds when launching an executable, nor how well it handles writing to it. I'd highly advise merging your repositories anyway, preferably with a local git repository so you can manage conflicts. Launch the jar by double clicking, or with command line "javaw -jar Apropos_Edit-1.0.jar" Select "<other>" from the ComboBox to the right of "Apropos \db\ Location" Select the db folder that should be right in front of you, otherwise navigate to the database you want to open Ignore the NullPointerException that might pop up, it seems to only happen the first time the jar is run from a new location, and I have no idea why. The application should still run just fine. If it does happen more than once, do send me the StackTrace provided Select a folder from the ComboBox below Animation Options, a position from the box below that (will auto select 'Unique' if the folder is in UniqueAnimations.txt), and whether or not you want the Rape files. Load! Right click on lines for options like Clear, Remove or Duplicate, Double Click to edit, escape/click somewhere else to cancel, enter to save the new line. Click the write button to save your changes! Each of the buttons has a (?) next to it which you can hover over for a hopefully informative description of what the button does. If anything breaks or you have any suggestions, please direct them to the Issue Tracker if you have a GitHub account, or otherwise send me a PM on Loverslab to avoid clogging up the main thread. Nice... Will take a look when I get home. A suggestion - create a signature for yourself and put the link in there as well. Makes it a little easier to find - searching in posts can be a little frustrating at times. Also making it a separate thread that people can follow would be good as well.
gooser Posted June 22, 2016 Author Posted June 22, 2016 Just back from two-week vaca. What did I miss?
Vauria Posted June 22, 2016 Posted June 22, 2016 Just back from two-week vaca. What did I miss? Oh Hi. I made a thing for your thing.
gooser Posted June 22, 2016 Author Posted June 22, 2016 Just back from two-week vaca. What did I miss? Oh Hi. I made a thing for your thing. Nice. I will have to check it out. I usually just use Sublime for editing everything.
Vauria Posted June 22, 2016 Posted June 22, 2016 So, I was speculating a bit further up on how you were deriving the folders for creature scenes from the actor's race/etc, then ran into Common.GetCreatureFromAnimation(SslBaseAnimation animation) while poking around the old GitLab repo earlier today. Since the last Else case on that functions seems to be the only reason the newly MNC compatible creatures get pointed to FemaleActor__ instead of separate folders, is there any reason you can't append ElseIf (animation.HasTag("Netch")) Return "Netch" ElseIf (animation.HasTag("Seeker")) Return "Seeker" ElseIf (animation.HasTag("Goat")) Return "Goat" ElseIf (animation.HasTag("Horker")) Return "Horker" ElseIf (animation.HasTag("Cow")) Return "Cow" ElseIf (animation.HasTag("Skeever")) Return "Skeever" ElseIf (animation.HasTag("Ashhopper")) Return "Ashhopper" ElseIf (animation.HasTag("ChaurusFlyer")) Return "ChaurusFlyer" ElseIf (animation.HasTag("Boar")) Return "Boar" ElseIf (animation.HasTag("Spriggan")) Return "Spriggan" ElseIf (animation.HasTag("Atronach")) Return "Atronach" ElseIf (animation.HasTag("Hagraven")) Return "Hagraven" ElseIf (animation.HasTag("Deer")) Return "Deer" ElseIf (animation.HasTag("DwarvenCenturion")) Return "Centurion" ElseIf (animation.HasTag("Rabbit")) Return "Hare" ElseIf (animation.HasTag("Chicken")) Return "Chicken" ElseIf (animation.HasTag("Mammoth")) Return "Mammoth" Else Debug.Trace("Apropos - No Recognised Creature Tag in " + animation.GetTags()) Return "" EndIf No real idea what to do about that Debug.Trace, Common doesn't have a reference to Config as far as I can tell so no way to write to the AproposLog? Also no idea if Papyrus auto-casts the array to a string there. and release it as a two file patch? Although most of those creatures only have one animation, it'd be nice not to have to Unique everything. I'd do it myself, but I'd prefer not to admit how many hours I spent trying to get the .psc to compile with nothing to show for it >.>
gooser Posted June 23, 2016 Author Posted June 23, 2016 So, I was speculating a bit further up on how you were deriving the folders for creature scenes from the actor's race/etc, then ran into Common.GetCreatureFromAnimation(SslBaseAnimation animation) while poking around the old GitLab repo earlier today. Since the last Else case on that functions seems to be the only reason the newly MNC compatible creatures get pointed to FemaleActor__ instead of separate folders, is there any reason you can't append ElseIf (animation.HasTag("Netch")) Return "Netch" ElseIf (animation.HasTag("Seeker")) Return "Seeker" ElseIf (animation.HasTag("Goat")) Return "Goat" ElseIf (animation.HasTag("Horker")) Return "Horker" ElseIf (animation.HasTag("Cow")) Return "Cow" ElseIf (animation.HasTag("Skeever")) Return "Skeever" ElseIf (animation.HasTag("Ashhopper")) Return "Ashhopper" ElseIf (animation.HasTag("ChaurusFlyer")) Return "ChaurusFlyer" ElseIf (animation.HasTag("Boar")) Return "Boar" ElseIf (animation.HasTag("Spriggan")) Return "Spriggan" ElseIf (animation.HasTag("Atronach")) Return "Atronach" ElseIf (animation.HasTag("Hagraven")) Return "Hagraven" ElseIf (animation.HasTag("Deer")) Return "Deer" ElseIf (animation.HasTag("DwarvenCenturion")) Return "Centurion" ElseIf (animation.HasTag("Rabbit")) Return "Hare" ElseIf (animation.HasTag("Chicken")) Return "Chicken" ElseIf (animation.HasTag("Mammoth")) Return "Mammoth" Else Debug.Trace("Apropos - No Recognised Creature Tag in " + animation.GetTags()) Return "" EndIf No real idea what to do about that Debug.Trace, Common doesn't have a reference to Config as far as I can tell so no way to write to the AproposLog? Also no idea if Papyrus auto-casts the array to a string there. and release it as a two file patch? Although most of those creatures only have one animation, it'd be nice not to have to Unique everything. I'd do it myself, but I'd prefer not to admit how many hours I spent trying to get the .psc to compile with nothing to show for it >.> Yeah, working with Papyrus isn't easy sometimes. I think the reason this particular list hasn't been extended is because of the impetus behind animation specific descriptions, away from tags. I think it does need to be maintained however. I'll try to include that in the next release.
TenShadows Posted June 23, 2016 Posted June 23, 2016 All the wear and tear abuse used to show up fine at the beginning of the mod, but then stopped for no perceivable reason. What could be the problem?
gooser Posted June 23, 2016 Author Posted June 23, 2016 All the wear and tear abuse used to show up fine at the beginning of the mod, but then stopped for no perceivable reason. What could be the problem? What do you mean by "at the beginning of the mod" ? You mean in the beginning with a new character? It's hard to tell without a log file. Did you change your mod order, or remove anything?
TenShadows Posted June 23, 2016 Posted June 23, 2016 All the wear and tear abuse used to show up fine at the beginning of the mod, but then stopped for no perceivable reason. What could be the problem? What do you mean by "at the beginning of the mod" ? You mean in the beginning with a new character? It's hard to tell without a log file. Did you change your mod order, or remove anything? I mean right after installing. I didn't restart for the mod's sake or anything: I'm already fairly far in and it didn't seem to have anything so essential to necessitate a fresh start. Anyway, for the first couple times I got scratched and bloodied and crying fine, but then it stopped and now I keep remaining pretty pure.
gooser Posted June 23, 2016 Author Posted June 23, 2016 All the wear and tear abuse used to show up fine at the beginning of the mod, but then stopped for no perceivable reason. What could be the problem? What do you mean by "at the beginning of the mod" ? You mean in the beginning with a new character? It's hard to tell without a log file. Did you change your mod order, or remove anything? I mean right after installing. I didn't restart for the mod's sake or anything: I'm already fairly far in and it didn't seem to have anything so essential to necessitate a fresh start. Anyway, for the first couple times I got scratched and bloodied and crying fine, but then it stopped and now I keep remaining pretty pure. Ok, still not sure. Can you upload both Papyrus0.log and Apropos0.log files? Be sure to turn on Debug and Trace in Apropos MCM, play for a while where you think abuse is occurring, and then upload those.
TenShadows Posted June 23, 2016 Posted June 23, 2016 All right, now where exactly are those log files?
srayesmanll Posted June 23, 2016 Posted June 23, 2016 All right, now where exactly are those log files? Gee, maybe where it says in the OP: HOW TO REPORT PROBLEMS - Before reporting a problem, please verify you have installed/have the requirements above. - Before reporting a problem, please enable both Debug and Trace messages in MCM. - After reproducing the problem in-game, look under "My Documents\my games\Skyrim\Logs\Script\User" for specially named "Apropos0.log" file. - Send the Apropos0.log file along with normal Papyrus0.log file. - By the way, enabling only Debug messages in MCM and reading Apropos0.log files is a great way to learn about how SexLab works. We are capturing all the events during animations, including the animation name, tags, actors names, gender, and victim status. As for papyrus log, look in the sexlab technical support forum, and in one of the pinned threads is info on papyrus logging and where to get the logs.
TenShadows Posted June 23, 2016 Posted June 23, 2016 As for papyrus log, look in the sexlab technical support forum, and in one of the pinned threads is info on papyrus logging and where to get the logs. Or you could've just told me, maybe in huge bold red letters, with another dope slap and some more mockery, since I clearly have so hard time noticing the obvious? Would it have been so much harder? Also, I can't find a "logs" folder under "My Documents/My Games/Skyrim". Edit: Seems the problem is with SlaveTats: after assault I found the tattoos in the MCM menu, and could add a bunch of new ones, but nothing shows up on my body.
Vauria Posted June 24, 2016 Posted June 24, 2016 [...] A suggestion - create a signature for yourself and put the link in there as well. Makes it a little easier to find - searching in posts can be a little frustrating at times. Also making it a separate thread that people can follow would be good as well. Done! Boy did that take a while to write up. Any further discussion on the editor can now be directed to the support topic [...] Also, I can't find a "logs" folder under "My Documents/My Games/Skyrim". You need to add these lines to your skyrimprefs.ini to enable logging [Papyrus] fPostLoadUpdateTimeMS=500.0 bEnableLogging=1 bEnableTrace=1 bLoadDebugInformation=1
TenShadows Posted June 24, 2016 Posted June 24, 2016 Now that's just weird. I downloaded a bunch of other SlaveTat packs and they all go on me fine. It's just the signs of abuse and cuts that won't ever show.
terrorofmorrowind Posted June 24, 2016 Posted June 24, 2016 Now that's just weird. I downloaded a bunch of other SlaveTat packs and they all go on me fine. It's just the signs of abuse and cuts that won't ever show. It di work before right? So it's not that you forgot to put the textures in the right place. How many mods d your run? Maybe the process of "equipping" the tattoos is lost in the many scripts you might be running. i had that before.I know it's strongly not suggested but perhaps try to toy around in the skyrim.ini in your documents folder under the papyrus tab (again i do not suggest this but it sometimes seems to help, USE AT YOUR OWN RISK).
gooser Posted June 24, 2016 Author Posted June 24, 2016 Now that's just weird. I downloaded a bunch of other SlaveTat packs and they all go on me fine. It's just the signs of abuse and cuts that won't ever show. You might want to read back a few pages in this thread, particularly this response: http://www.loverslab.com/topic/28123-apropos/?view=findpost&p=1551729
TenShadows Posted June 24, 2016 Posted June 24, 2016 Now that's just weird. I downloaded a bunch of other SlaveTat packs and they all go on me fine. It's just the signs of abuse and cuts that won't ever show. You might want to read back a few pages in this thread, particularly this response: http://www.loverslab.com/topic/28123-apropos/?view=findpost&p=1551729 Well, the only thing I got from that post (and from the author's signature) is how to increase slots, but seeing how I don't really actively use those other tats (I just downloaded them for testing) I don't see this to be particularly helpful. I'll test it anyway. Thanks. Edit: All right, either after applying these edits or after reinstalling the mod, my problem is now in reverse - the tats do apply if I put them in manually, but they're not automatically added by apropos.
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