Jump to content

Recommended Posts

Posted

Ok...I understand what your saying but I don't think your understanding me... I have said repeatedly that I have made edits to the "FemaleActor_Troll" and "FemaleActor_TrollMisAlt" file under Apropos\db\  As you have instructed! but when I play the TrollMisAlt animation in-game, using the 1st person text path, (Which is what I have edited) My edits to that animation Do not appear, no matter how many times I replay the scene.

 

Honestly the only other Idea I have as to the problem, is that there is a "Json_Validator.exe" in the db, I don't know what it's purpose is, when I click on it, it simply opens a small, blank window with a black background for half a second and then closes, broken ".exe" maybe?

 

I initially validated my edits using the Json_validator link that you posted in the mod description, and they came up green, so I dunno man, I'm lost as to what is going wrong, I haven't touched anything but the text folders, so I couldn't have deleted something that would break the mod,. :confused: I can only surmise that it is a bug, an incomplete file path or something, I honestly don't know what else it could be, I guess I'll just have to wait until you update the mod.

Posted
31 minutes ago, AnonAngelion said:

Ok...I understand what your saying but I don't think your understanding me... I have said repeatedly that I have made edits to the "FemaleActor_Troll" and "FemaleActor_TrollMisAlt" file under Apropos\db\  As you have instructed! but when I play the TrollMisAlt animation in-game, using the 1st person text path, (Which is what I have edited) My edits to that animation Do not appear, no matter how many times I replay the scene.

 

Honestly the only other Idea I have as to the problem, is that there is a "Json_Validator.exe" in the db, I don't know what it's purpose is, when I click on it, it simply opens a small, blank window with a black background for half a second and then closes, broken ".exe" maybe?

 

I initially validated my edits using the Json_validator link that you posted in the mod description, and they came up green, so I dunno man, I'm lost as to what is going wrong, I haven't touched anything but the text folders, so I couldn't have deleted something that would break the mod,. :confused: I can only surmise that it is a bug, an incomplete file path or something, I honestly don't know what else it could be, I guess I'll just have to wait until you update the mod.

You validate json files by dragging and dropping them onto the .exe in file explorer. It will show a black console window that will say "0 errors found. 1 files total. press any key to close." You don't double click it. You drag and drop files (or folders of files) on top of the exe.

No color green. Did you mean "green" metaphorically?

To troubleshoot you Apropos you could follow the suggestions in the OP, where it talks about enabling Papyrus logging. It will tell you a great deal about files, what it is doing, substitutions, etc.

Posted
1 hour ago, AnonAngelion said:

Ok...I understand what your saying but I don't think your understanding me... I have said repeatedly that I have made edits to the "FemaleActor_Troll" and "FemaleActor_TrollMisAlt" file under Apropos\db\  As you have instructed! but when I play the TrollMisAlt animation in-game, using the 1st person text path, (Which is what I have edited) My edits to that animation Do not appear, no matter how many times I replay the scene.

I think I may know where the confusion is coming from - TrollMisAlt does not exist anymore if you are using More Nasty Critters - SLAL edition.  That is because the name of the animations included in MNC were changed slightly to help organize them, that animation is now called MNCTrollMissionaryAlt.  Since Apropos triggers unique animations based on animation name, it cannot match the new name of the animation and considers it to be a generic vaginal troll animation.

 

I *think* someone shared files in one of the threads to update databases to the new MNC names.  Basically the files names, file folder names, and uniqueanimations.txt file all need to be updated to reflect the MNC SLAL version names. 

 

If you have done a lot of work on TrollMisAlt, I would recommend simply copying the folder and renaming it and all the files inside (example FemaleActor_MNCTrollMissionaryAlt_Stage1.txt). 

 

Then you need to add "MNCTrollMissionaryAlt": true to the uniqueanimations.txt file, and finally hit the "Refresh from Database" option in Apropos' Message Preferences MCM menu.

 

 

Obviously, if you are *not* using MNC SLAL edition, ignore this post. :classic_tongue:

Posted
1 hour ago, gooser said:

Also, the OP does say customizing the database is "for the adventurous". :smile:  

Are you saying I'm not adventurous? Aaaaaay? How dare you assume my Adventure levels, my Adventurousness is over 9000! I ain't taken no arrow to the knee! lol. :tongue: 

 

Joking aside, I'm really tired, I've been at this longer than I had any right to, after I've had some sleep I'll post the files so you can see them, I scanned TrollMisAlt with the .exe, it said there were errors, something about an unexpected token "]", in the lines, I'll have to take this up again when I'm more awake. Ta-ta for now, and thank you very much for your help.

 

*Looks up*...Yep its MNC SLAL, ya got me, feck, of course it's that, the mod even says it was altered drastically...gimme a drum roll............*Phenomenal Cosmic Facepaaaaaaaaaaaaaaaaalm!* *No face left* talk to you soon maybe pal, sorry for being a royal pain. :bawling:

Posted
44 minutes ago, Reesewow said:

I think I may know where the confusion is coming from - TrollMisAlt does not exist anymore if you are using More Nasty Critters - SLAL edition.  That is because the name of the animations included in MNC were changed slightly to help organize them, that animation is now called MNCTrollMissionaryAlt.  Since Apropos triggers unique animations based on animation name, it cannot match the new name of the animation and considers it to be a generic vaginal troll animation.

 

I *think* someone shared files in one of the threads to update databases to the new MNC names.  Basically the files names, file folder names, and uniqueanimations.txt file all need to be updated to reflect the MNC SLAL version names. 

 

If you have done a lot of work on TrollMisAlt, I would recommend simply copying the folder and renaming it and all the files inside (example FemaleActor_MNCTrollMissionaryAlt_Stage1.txt). 

 

Then you need to add "MNCTrollMissionaryAlt": true to the uniqueanimations.txt file, and finally hit the "Refresh from Database" option in Apropos' Message Preferences MCM menu.

 

 

Obviously, if you are *not* using MNC SLAL edition, ignore this post. :classic_tongue:

Yep, I'm using it alright... Honestly I haven't got enough of a face left for this many facepalms lol.

 

Thanks for the heads up, I'll sort it when I'm more awake. ;)

Posted

So I did what the good gentleman above mentioned about changing the name of the animation files and unique animations.txt, still just experimenting with the TrollMissionaryAlt thing, I ran it through the Json validator and it came up with 2 errors for stage 1 and stage 5 specifically, it won't allow me to copy paste the error message, but it basically says that...

 

Validation failed because there is an Unexpected token near ']'  for stage 1 it says it's on "line 8 column 5" and the source is <stream>, on stage 5 it's for "line 13 column 5" source is <stream>,  2 errors found, 14 files total

 

I have no idea what this means but maybe you can make sense of it, the "general" troll file gets an error saying there is an unexpected new line, that might be my fault, you'll have to let me know if there's a maximum number of lines the mod will read or something.

 

I have deleted some lines and added new ones in places and although I did type them in the exact same format as I found them in, maybe the mod didn't like me doing that, anyway, needless to say that the above fix didn't seem to work for me, I'm still not seeing the messages, I'm intentionally working on one animation to minimize the confusion.

 

I might delete and then re-install the mod, starting from scratch, I must have borked something when I was initially fiddling with files ages ago, can't be helped I guess.

Posted
2 hours ago, AnonAngelion said:

So I did what the good gentleman above mentioned about changing the name of the animation files and unique animations.txt, still just experimenting with the TrollMissionaryAlt thing, I ran it through the Json validator and it came up with 2 errors for stage 1 and stage 5 specifically, it won't allow me to copy paste the error message, but it basically says that...

 

Validation failed because there is an Unexpected token near ']'  for stage 1 it says it's on "line 8 column 5" and the source is <stream>, on stage 5 it's for "line 13 column 5" source is <stream>,  2 errors found, 14 files total

 

I have no idea what this means but maybe you can make sense of it, the "general" troll file gets an error saying there is an unexpected new line, that might be my fault, you'll have to let me know if there's a maximum number of lines the mod will read or something.

 

I have deleted some lines and added new ones in places and although I did type them in the exact same format as I found them in, maybe the mod didn't like me doing that, anyway, needless to say that the above fix didn't seem to work for me, I'm still not seeing the messages, I'm intentionally working on one animation to minimize the confusion.

 

I might delete and then re-install the mod, starting from scratch, I must have borked something when I was initially fiddling with files ages ago, can't be helped I guess.

Like I said above, if you post the files, we can look at them.

Posted
2 hours ago, gooser said:

Like I said above, if you post the files, we can look at them.

I know, I'm just trying to figure it out myself first, I deleted and re-installed, I needed to anyway, I've been using apropos for a long time, I tinkered with the texts ages ago before I really understood how they worked, I must have broken something because after re-installing and running the same animations through Json BEFORE touching them, they showed no errors, so I changed one line then tried again...no errors so I must have done something stupid.

 

I've renamed the TrollMissionaryAlt anim again, and am gonna see if it works before I go further, I know it's a bit late...but I don't want to waste your time if I don't have to, I'm sorry about last night, I was tired and frustrated and wasn't thinking straight, I'll let you know if it's still messing up and I'll post the file. ;)

Posted
38 minutes ago, AnonAngelion said:

I know, I'm just trying to figure it out myself first, I deleted and re-installed, I needed to anyway, I've been using apropos for a long time, I tinkered with the texts ages ago before I really understood how they worked, I must have broken something because after re-installing and running the same animations through Json BEFORE touching them, they showed no errors, so I changed one line then tried again...no errors so I must have done something stupid.

 

I've renamed the TrollMissionaryAlt anim again, and am gonna see if it works before I go further, I know it's a bit late...but I don't want to waste your time if I don't have to, I'm sorry about last night, I was tired and frustrated and wasn't thinking straight, I'll let you know if it's still messing up and I'll post the file. ;)

The thing about json is that it is really picky about punctuation... Every parenthesis and bracket needs a matching one, and you need to pay attention to what lines end with a comma (or similar) and which lines does not.

Posted

I can't seem to get the mod to track my follower, it works fine on my character but doesn't want to track other NPCs.

 

I do have the NPC setting enabled in "Wear and Tear settings", any idea on how i can fix this?

Posted
2 hours ago, eichabbs said:

I can't seem to get the mod to track my follower, it works fine on my character but doesn't want to track other NPCs.

 

I do have the NPC setting enabled in "Wear and Tear settings", any idea on how i can fix this?

Which PCs? It only tracks unique PCs. Not "Bandit Thug" etc.

 

EDIT: Ok, re-read - so your follower - indeed a unique NPC? You didn't force recruit (like with EFF) a non-unique NPC?

If that is the case, then I would enable Debug&Trace in MCM and upload a Apropos0.log after trying to incur W&T damage.

Posted
5 hours ago, LazyBoot said:

The thing about json is that it is really picky about punctuation... Every parenthesis and bracket needs a matching one, and you need to pay attention to what lines end with a comma (or similar) and which lines does not.

Jeez, I hope that's not what the problem is, I thought I could put almost anything down as long as it was inside the "quotations". :confused: 

Posted
14 minutes ago, AnonAngelion said:

Jeez, I hope that's not what the problem is, I thought I could put almost anything down as long as it was inside the "quotations". :confused: 

Inside quotations it should be fine, but the punctuation outside the quotes are easy to mess up and will matter.

Posted
1 hour ago, LazyBoot said:

Inside quotations it should be fine, but the punctuation outside the quotes are easy to mess up and will matter.

Oh good, no worries then, I'm very very careful not to touch the quotations. ;)

Posted
2 hours ago, AnonAngelion said:

Jeez, I hope that's not what the problem is, I thought I could put almost anything down as long as it was inside the "quotations". :confused: 

Yes, very picky. The json_validator.exe is actually a very strict validator, but it doesn't give you a lot of context about what is wrong. You could try pasting the file into one of the various online json validator sites, like http://jsonlint.com and it should tell you more.

 

Most likely actually is a missing comma - if you are adding content.  That easily gets me. 

Posted
1 hour ago, gooser said:

Yes, very picky. The json_validator.exe is actually a very strict validator, but it doesn't give you a lot of context about what is wrong. You could try pasting the file into one of the various online json validator sites, like http://jsonlint.com and it should tell you more.

 

Most likely actually is a missing comma - if you are adding content.  That easily gets me. 

This is probably a silly question, but do you have to type the placeholders like {ACTIVE}? or can it be just {active}, in lower case? it can just be a pain to turn caps on and off constantly, I find myself accidentally typing in all caps sometimes lol. :tongue:

Posted
9 hours ago, AnonAngelion said:

This is probably a silly question, but do you have to type the placeholders like {ACTIVE}? or can it be just {active}, in lower case? it can just be a pain to turn caps on and off constantly, I find myself accidentally typing in all caps sometimes lol. :tongue:

I don't think it actually matters.

Posted
14 hours ago, gooser said:

I don't think it actually matters.

Cool, anyway, I've got it working now, thanks for the help, at the very least, it helped me understand it better so I can avoid future issues now.

 

I wonder tho, in theory, if I create a new animation file and copy paste the format text of another file to it, I could make compatibility with currently unsupported animations couldn't I?  since the mod seems purely text based, as long as I type its name into the UniqueAnims.txt and name the new file correctly...and punctuate correctly. :smile:

 

Or is there something else that needs doing to make new animation compatibility? like for instance if I wanted to add compatibility with some of nibbles animations?

 

My plan was to make a duplicate of an existing file, rename it (e.g NibblesMissionary) and simply delete the sentances inside while leaving all the punctuation untouched, then I should be able to do the same to a line in UniqueAnimation.txt, delete word, keep the punctuation and place a new name there, do you follow?

Posted
10 hours ago, AnonAngelion said:

Cool, anyway, I've got it working now, thanks for the help, at the very least, it helped me understand it better so I can avoid future issues now.

 

I wonder tho, in theory, if I create a new animation file and copy paste the format text of another file to it, I could make compatibility with currently unsupported animations couldn't I?  since the mod seems purely text based, as long as I type its name into the UniqueAnims.txt and name the new file correctly...and punctuate correctly. :smile:

 

Or is there something else that needs doing to make new animation compatibility? like for instance if I wanted to add compatibility with some of nibbles animations?

 

My plan was to make a duplicate of an existing file, rename it (e.g NibblesMissionary) and simply delete the sentances inside while leaving all the punctuation untouched, then I should be able to do the same to a line in UniqueAnimation.txt, delete word, keep the punctuation and place a new name there, do you follow?

I think what you are describing is what most people do when they want to author some unique animation descriptions for a specific animation that hasn't yet received attention. 

Basically, duplicate the folder structure, rename the files, and change the contents - making sure you keep the internal structure in place.  You just need to identify the 'registrar' name appropriately. If the animation is a SLAL animation, then you can check the anim's .json file - its part of the animation mod file. For instance, for Nibbles:

 

D:\Program Files (x86)\Steam\SteamApps\common\Skyrim\Mod Organizer\mods\SLAL NibblesAnims 4.71\SLAnims\json\NibblesAnims.json

^ This file tells SLAL how to register the animations. Say you wanted the Horse Cowgirl animation, you look for the "id" (which translates to the SexLab registrar name)

 

    {
      "actors": [
        {
          "add_cum": 1,
          "stages": [
            {
              "id": "NibblesHorseCowgirl_A1_S1"
            },
            {
              "id": "NibblesHorseCowgirl_A1_S2"
            },
            {
              "id": "NibblesHorseCowgirl_A1_S3"
            },
            {
              "id": "NibblesHorseCowgirl_A1_S4"
            },
            {
              "id": "NibblesHorseCowgirl_A1_S5"
            }
          ],
          "type": "Female"
        },
        {
          "race": "Horses",
          "stages": [
            {
              "id": "NibblesHorseCowgirl_A2_S1"
            },
            {
              "id": "NibblesHorseCowgirl_A2_S2"
            },
            {
              "id": "NibblesHorseCowgirl_A2_S3"
            },
            {
              "id": "NibblesHorseCowgirl_A2_S4"
            },
            {
              "id": "NibblesHorseCowgirl_A2_S5"
            }
          ],
          "type": "CreatureMale"
        }
      ],
      "creature_race": "Horses",
      "id": "NibblesHorseCowgirl",
      "name": "Nibbles (Horse) Cowgirl",
      "sound": "Squishing",
      "tags": "Nibbles,Creature,Horse,Loving,Bestiality,Vaginal,"
    },

Notice: "id": "NibblesHorseCowGirl"

 

So you would add a line into UniqueAnimations:

"NibblesHorseCowGirl": true

(comma might be required at the end).

The folder name would be "FemaleActor_NibblesHorseCowgirl", and have files:

FemaleActor_NibblesHorseCowgirl.txt

FemaleActor_NibblesHorseCowgirl_Orgasm.txt
FemaleActor_NibblesHorseCowgirl_Rape.txt

etc.

 

As long as you find the registrar name of a valid SL animation, and enter the line into the UniqueAnimations.txt control file, and then name the folder, and contents appropriately, and all json is valid, it should work fine.

Posted
52 minutes ago, gooser said:

I think what you are describing is what most people do when they want to author some unique animation descriptions for a specific animation that hasn't yet received attention. 

Basically, duplicate the folder structure, rename the files, and change the contents - making sure you keep the internal structure in place.  You just need to identify the 'registrar' name appropriately. If the animation is a SLAL animation, then you can check the anim's .json file - its part of the animation mod file. For instance, for Nibbles:

 

D:\Program Files (x86)\Steam\SteamApps\common\Skyrim\Mod Organizer\mods\SLAL NibblesAnims 4.71\SLAnims\json\NibblesAnims.json

^ This file tells SLAL how to register the animations. Say you wanted the Horse Cowgirl animation, you look for the "id" (which translates to the SexLab registrar name)

 


    {
      "actors": [
        {
          "add_cum": 1,
          "stages": [
            {
              "id": "NibblesHorseCowgirl_A1_S1"
            },
            {
              "id": "NibblesHorseCowgirl_A1_S2"
            },
            {
              "id": "NibblesHorseCowgirl_A1_S3"
            },
            {
              "id": "NibblesHorseCowgirl_A1_S4"
            },
            {
              "id": "NibblesHorseCowgirl_A1_S5"
            }
          ],
          "type": "Female"
        },
        {
          "race": "Horses",
          "stages": [
            {
              "id": "NibblesHorseCowgirl_A2_S1"
            },
            {
              "id": "NibblesHorseCowgirl_A2_S2"
            },
            {
              "id": "NibblesHorseCowgirl_A2_S3"
            },
            {
              "id": "NibblesHorseCowgirl_A2_S4"
            },
            {
              "id": "NibblesHorseCowgirl_A2_S5"
            }
          ],
          "type": "CreatureMale"
        }
      ],
      "creature_race": "Horses",
      "id": "NibblesHorseCowgirl",
      "name": "Nibbles (Horse) Cowgirl",
      "sound": "Squishing",
      "tags": "Nibbles,Creature,Horse,Loving,Bestiality,Vaginal,"
    },

Notice: "id": "NibblesHorseCowGirl"

 

So you would add a line into UniqueAnimations:

"NibblesHorseCowGirl": true

(comma might be required at the end).

The folder name would be "FemaleActor_NibblesHorseCowgirl", and have files:

FemaleActor_NibblesHorseCowgirl.txt

FemaleActor_NibblesHorseCowgirl_Orgasm.txt
FemaleActor_NibblesHorseCowgirl_Rape.txt

etc.

 

As long as you find the registrar name of a valid SL animation, and enter the line into the UniqueAnimations.txt control file, and then name the folder, and contents appropriately, and all json is valid, it should work fine.

 

Awesome thanks, I'll save your message to a txt document for future reference, currently I only have TrollMissionaryAlt descriptions working for now, I'm in the process of converting the other MNC anims to the proper names, only I'm having some irritating problems with other mods at the moment, its such a pain, especially when it isn't clear what's causing it lol, I believe Mark of arkay mod is misbehaving, or it could be bashed patch, but there's been a random edit in tes5edit which is changing my map/camera data, causing my map to disappear, Argh! lol I just wanna play the damn game... :(

  • 2 weeks later...
Posted
3 hours ago, ripleysonic said:

I don't know why be I can't get the cry/sob/tears overlay to work. help please

Do you mean Wear and Tear slavetats? Cry/Sob/Tears is only one part of the package.

 

Can you get them to apply using Slavetats MCM ?

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...