gooser Posted January 7, 2015 Author Posted January 7, 2015 Hey was wondering if the issue with the latest version tracking not working. I used one of the older versions before but since then I have gotten a new computer and got the mods back. I got the new version of this and my papyrus util is the latest version too but it doesn't track my character or NPCs. I tried moving it to the bottom of my list but that didn't work either and even though I have it setup for debug and trace log it doesn't create a log file. I'd much like help with this because I rather enjoyed this mod when I had it working. Is this with a brand new character?
VAAlucard Posted January 7, 2015 Posted January 7, 2015 yeah. Brand new character. this mod isn't the only one though. It seems that alot of my mods installed in properly or something. I get errors with DD and Being Female doesn't track my info either. I've got xazPrisonOverhaul too and even it is telling me that it's not installed. I'll probably have to reinstall all of them or just do manual installs and see if that works.
rydin Posted January 10, 2015 Posted January 10, 2015 Jsut to ask (cause I might have missed something and I haven't seen it in any recent posts) but the main page explained how the db folder works, with sub folders then files inside for each type of animation split into 1st, 2nd and 3rd person which can be edited. All the sub folders are mostly for female. If someone wanted to add male folders (for their own game), how does apropos pick up which text file/folder to get it;s data from? I assume it can't be as easy as just making the sub folder and text files and it will run itself, that there must be some script which directs Apropos to which animation set (ie male/creature) should use which dialogue? I hope that makes sense as I don't feel I've explained it well. >< If there's a post explaining it please feel free to kick link to it.
chajapa Posted January 10, 2015 Posted January 10, 2015 Jsut to ask (cause I might have missed something and I haven't seen it in any recent posts) but the main page explained how the db folder works, with sub folders then files inside for each type of animation split into 1st, 2nd and 3rd person which can be edited. All the sub folders are mostly for female. If someone wanted to add male folders (for their own game), how does apropos pick up which text file/folder to get it;s data from? I assume it can't be as easy as just making the sub folder and text files and it will run itself, that there must be some script which directs Apropos to which animation set (ie male/creature) should use which dialogue? I hope that makes sense as I don't feel I've explained it well. >< If there's a post explaining it please feel free to kick link to it. There is a MaleActor_Female folder that contains the description files for the various stages of Oral, Anal, Vaginal encounters. So there are Vaginal (consnesual) encounters and also vaginal rape encounters, each having their own descriptions. Which set of files are used is based on the tags in the animation. For the NSLAP animations, which can be rather unique (yay!), there is also a UniqueAnimations file in which we can register an animation as being unique and then it gets its own folder with the description files that would be only for that animation. For example, I have registered zjBreastFeedingVar as a unique animation and created a folder called FemaleActor_zjBreastfeedingVar. Inside that folder are the stage description files for the animation as FemaleActor_zjBreastfeeding_Stage1.txt, FemaleActor_zjBreastfeeding_Stage2.txt, FemaleActor_zjBreastfeeding_Stage3.txt and so on as well as FemaleActor_zjBreastfeeding_Orgasm.txt If I had not registered this as a unique animation, Apropos would "fall back" to standard description files based on the tags in the animation. In this case, the animation is tagged as oral, so the description would be ... basically... for a blow job, which is not really a good match. So... unique animation to the rescue. This comes in handy for other NSLAP animations which may start out with a blow job and progress to anal or vaginal sex. We can have descriptions that actually match what's going on at each stage of the animation. Does that help?
SoulEater99 Posted January 10, 2015 Posted January 10, 2015 so.... i get that this mod duss the same as this mod http://www.loverslab.com/topic/27405-sexlab-wear-and-tear/ ..... so whtis do u use?
WraithSlayer Posted January 10, 2015 Posted January 10, 2015 so.... i get that this mod duss the same as this mod http://www.loverslab.com/topic/27405-sexlab-wear-and-tear/ ..... so whtis do u use? Apropos does a lot more than SexLab Wear & Tear, the W&T system is only one of many Apropos' features.
SoulEater99 Posted January 10, 2015 Posted January 10, 2015 so.... i get that this mod duss the same as this mod http://www.loverslab.com/topic/27405-sexlab-wear-and-tear/ ..... so whtis do u use? Apropos does a lot more than SexLab Wear & Tear, the W&T system is only one of many Apropos' features. then il take a lok at this oen when i get the time
rydin Posted January 10, 2015 Posted January 10, 2015 Jsut to ask (cause I might have missed something and I haven't seen it in any recent posts) but the main page explained how the db folder works, with sub folders then files inside for each type of animation split into 1st, 2nd and 3rd person which can be edited. All the sub folders are mostly for female. If someone wanted to add male folders (for their own game), how does apropos pick up which text file/folder to get it;s data from? I assume it can't be as easy as just making the sub folder and text files and it will run itself, that there must be some script which directs Apropos to which animation set (ie male/creature) should use which dialogue? I hope that makes sense as I don't feel I've explained it well. >< If there's a post explaining it please feel free to kick link to it. There is a MaleActor_Female folder that contains the description files for the various stages of Oral, Anal, Vaginal encounters. So there are Vaginal (consnesual) encounters and also vaginal rape encounters, each having their own descriptions. Which set of files are used is based on the tags in the animation. For the NSLAP animations, which can be rather unique (yay!), there is also a UniqueAnimations file in which we can register an animation as being unique and then it gets its own folder with the description files that would be only for that animation. For example, I have registered zjBreastFeedingVar as a unique animation and created a folder called FemaleActor_zjBreastfeedingVar. Inside that folder are the stage description files for the animation as FemaleActor_zjBreastfeeding_Stage1.txt, FemaleActor_zjBreastfeeding_Stage2.txt, FemaleActor_zjBreastfeeding_Stage3.txt and so on as well as FemaleActor_zjBreastfeeding_Orgasm.txt If I had not registered this as a unique animation, Apropos would "fall back" to standard description files based on the tags in the animation. In this case, the animation is tagged as oral, so the description would be ... basically... for a blow job, which is not really a good match. So... unique animation to the rescue. This comes in handy for other NSLAP animations which may start out with a blow job and progress to anal or vaginal sex. We can have descriptions that actually match what's going on at each stage of the animation. Does that help? Thank you for your swift reply! That part I mostly grasped but I think I may not have explained myself fully. Lets say I want a sub folder for MaleActor_Male (like there is a FemaleActor_Female). I'm trying to understand the connection to the sub folders and how Apropos reigsters these (not with unique animations, just standard any animationsusing the animation tags).
gooser Posted January 11, 2015 Author Posted January 11, 2015 Jsut to ask (cause I might have missed something and I haven't seen it in any recent posts) but the main page explained how the db folder works, with sub folders then files inside for each type of animation split into 1st, 2nd and 3rd person which can be edited. All the sub folders are mostly for female. If someone wanted to add male folders (for their own game), how does apropos pick up which text file/folder to get it;s data from? I assume it can't be as easy as just making the sub folder and text files and it will run itself, that there must be some script which directs Apropos to which animation set (ie male/creature) should use which dialogue? I hope that makes sense as I don't feel I've explained it well. >< If there's a post explaining it please feel free to kick link to it. There is a MaleActor_Female folder that contains the description files for the various stages of Oral, Anal, Vaginal encounters. So there are Vaginal (consnesual) encounters and also vaginal rape encounters, each having their own descriptions. Which set of files are used is based on the tags in the animation. For the NSLAP animations, which can be rather unique (yay!), there is also a UniqueAnimations file in which we can register an animation as being unique and then it gets its own folder with the description files that would be only for that animation. For example, I have registered zjBreastFeedingVar as a unique animation and created a folder called FemaleActor_zjBreastfeedingVar. Inside that folder are the stage description files for the animation as FemaleActor_zjBreastfeeding_Stage1.txt, FemaleActor_zjBreastfeeding_Stage2.txt, FemaleActor_zjBreastfeeding_Stage3.txt and so on as well as FemaleActor_zjBreastfeeding_Orgasm.txt If I had not registered this as a unique animation, Apropos would "fall back" to standard description files based on the tags in the animation. In this case, the animation is tagged as oral, so the description would be ... basically... for a blow job, which is not really a good match. So... unique animation to the rescue. This comes in handy for other NSLAP animations which may start out with a blow job and progress to anal or vaginal sex. We can have descriptions that actually match what's going on at each stage of the animation. Does that help? Thank you for your swift reply! That part I mostly grasped but I think I may not have explained myself fully. Lets say I want a sub folder for MaleActor_Male (like there is a FemaleActor_Female). I'm trying to understand the connection to the sub folders and how Apropos reigsters these (not with unique animations, just standard any animationsusing the animation tags). Hi Rydin, this is Gooser. Mod author. You won't be able to trigger *any* M-M animations with the current release. Historically, Apropos has been preferential towards M-F, and F-Creature animations, and no support for F-F and M-M animations. The next release will have rudamentary support for M-M and F-F in support of unique animations only.
dinobenoid3 Posted January 11, 2015 Posted January 11, 2015 hey, i got Jcontainers but it wont show up in the mod menu and apropos is saying it needs it. could someone help?
gooser Posted January 11, 2015 Author Posted January 11, 2015 hey, i got Jcontainers but it wont show up in the mod menu and apropos is saying it needs it. could someone help? Did you install Apropos before JContainers? If so, try a new game. Does it behave the same?
rydin Posted January 11, 2015 Posted January 11, 2015 Jsut to ask (cause I might have missed something and I haven't seen it in any recent posts) but the main page explained how the db folder works, with sub folders then files inside for each type of animation split into 1st, 2nd and 3rd person which can be edited. All the sub folders are mostly for female. If someone wanted to add male folders (for their own game), how does apropos pick up which text file/folder to get it;s data from? I assume it can't be as easy as just making the sub folder and text files and it will run itself, that there must be some script which directs Apropos to which animation set (ie male/creature) should use which dialogue? I hope that makes sense as I don't feel I've explained it well. >< If there's a post explaining it please feel free to kick link to it. There is a MaleActor_Female folder that contains the description files for the various stages of Oral, Anal, Vaginal encounters. So there are Vaginal (consnesual) encounters and also vaginal rape encounters, each having their own descriptions. Which set of files are used is based on the tags in the animation. For the NSLAP animations, which can be rather unique (yay!), there is also a UniqueAnimations file in which we can register an animation as being unique and then it gets its own folder with the description files that would be only for that animation. For example, I have registered zjBreastFeedingVar as a unique animation and created a folder called FemaleActor_zjBreastfeedingVar. Inside that folder are the stage description files for the animation as FemaleActor_zjBreastfeeding_Stage1.txt, FemaleActor_zjBreastfeeding_Stage2.txt, FemaleActor_zjBreastfeeding_Stage3.txt and so on as well as FemaleActor_zjBreastfeeding_Orgasm.txt If I had not registered this as a unique animation, Apropos would "fall back" to standard description files based on the tags in the animation. In this case, the animation is tagged as oral, so the description would be ... basically... for a blow job, which is not really a good match. So... unique animation to the rescue. This comes in handy for other NSLAP animations which may start out with a blow job and progress to anal or vaginal sex. We can have descriptions that actually match what's going on at each stage of the animation. Does that help? Thank you for your swift reply! That part I mostly grasped but I think I may not have explained myself fully. Lets say I want a sub folder for MaleActor_Male (like there is a FemaleActor_Female). I'm trying to understand the connection to the sub folders and how Apropos reigsters these (not with unique animations, just standard any animationsusing the animation tags). Hi Rydin, this is Gooser. Mod author. You won't be able to trigger *any* M-M animations with the current release. Historically, Apropos has been preferential towards M-F, and F-Creature animations, and no support for F-F and M-M animations. The next release will have rudamentary support for M-M and F-F in support of unique animations only. Kinda got that idea. Heh. I just through since there was MaleActor on it's own then MaleActor-Female, the basic set or functionality up for MaleActor_XXX was there and then it would just be a case of the user creating their own sub-folders and text files to work. I'll come back and have a look at the next release then in the future then. ^^
dinobenoid3 Posted January 11, 2015 Posted January 11, 2015 hey, i got Jcontainers but it wont show up in the mod menu and apropos is saying it needs it. could someone help? Did you install Apropos before JContainers? If so, try a new game. Does it behave the same? still the same problem. i am very bad with knowing the proper mod order and i have numerous other problems that need addressing. dont suppose there's a place where i can post the mods I'm using and have someone tell me what order they should be in?
chajapa Posted January 11, 2015 Posted January 11, 2015 hey, i got Jcontainers but it wont show up in the mod menu and apropos is saying it needs it. could someone help? Did you install Apropos before JContainers? If so, try a new game. Does it behave the same? still the same problem. i am very bad with knowing the proper mod order and i have numerous other problems that need addressing. dont suppose there's a place where i can post the mods I'm using and have someone tell me what order they should be in? Get... and run... LOOT. It does a pretty good job of sorting out load order issues.
gooser Posted January 11, 2015 Author Posted January 11, 2015 hey, i got Jcontainers but it wont show up in the mod menu and apropos is saying it needs it. could someone help? Did you install Apropos before JContainers? If so, try a new game. Does it behave the same? still the same problem. i am very bad with knowing the proper mod order and i have numerous other problems that need addressing. dont suppose there's a place where i can post the mods I'm using and have someone tell me what order they should be in? Probably not a load order issue, although impossible to say without see the actual list. JContainers is a SKSE plugin, not an .esp, so load order does not affect JContainers. If you see the same message in Apropos MCM panel about missing JContainers AND you created a new character, then I suspect that JContainers wasn't installed correctly (or perhaps the wrong/old version).
SoulEater99 Posted January 11, 2015 Posted January 11, 2015 hum how to instal this and whtis files do u need?
karlpaws Posted January 13, 2015 Posted January 13, 2015 I wanted confirm that the WearAndTear_Descriptors file only has the 9 working slots, as an earlier post said. I edited mine to have 12, and they do show up in the MCM list, but the game never seems to advance beyond 9. If they are locked to that many, how does the code spread the max damage across the categories? I reached level 8 easy enough even when I set the max to 10,000 or whatever the max on the slider was, but that did not seem to shorten or lengthen the category sizes / intervals. I have not changed the damage amounts yet.
gooser Posted January 13, 2015 Author Posted January 13, 2015 I wanted confirm that the WearAndTear_Descriptors file only has the 9 working slots, as an earlier post said. I edited mine to have 12, and they do show up in the MCM list, but the game never seems to advance beyond 9. If they are locked to that many, how does the code spread the max damage across the categories? I reached level 8 easy enough even when I set the max to 10,000 or whatever the max on the slider was, but that did not seem to shorten or lengthen the category sizes / intervals. I have not changed the damage amounts yet. I'd like to know what post you are referring to. Please refer only to the OP. The only keys that are used are 0-9. If you edit the max damage, it is not spread. Anything over 799 is mapped to level 9, anything over 436 is mapped to level 8, and so on.
karlpaws Posted January 13, 2015 Posted January 13, 2015 I wanted confirm that the WearAndTear_Descriptors file only has the 9 working slots, as an earlier post said. I edited mine to have 12, and they do show up in the MCM list, but the game never seems to advance beyond 9. If they are locked to that many, how does the code spread the max damage across the categories? I reached level 8 easy enough even when I set the max to 10,000 or whatever the max on the slider was, but that did not seem to shorten or lengthen the category sizes / intervals. I have not changed the damage amounts yet. I'd like to know what post you are referring to. Please refer only to the OP. The only keys that are used are 0-9. If you edit the max damage, it is not spread. Anything over 799 is mapped to level 9, anything over 436 is mapped to level 8, and so on. I cannot find the post now, but I think it was one you made. Either way, it sounds like the levels are static and my guess was correct. I am less concerned with the number of levels, what I wanted was to increase the number of increase and especially decrease messages. I liked the randomness of walking around some time after an encounter and "feeling" the effects. I wanted to increase the levels but make the range of each smaller so I could get more messages, since they only seem to play when you drop a level. Unrelated I never seem to get the WT Increase messages, but I suspect that is because too many things are firing during the scene and the message never shows up. I do get the virginity lost messages however.
gooser Posted January 13, 2015 Author Posted January 13, 2015 I wanted confirm that the WearAndTear_Descriptors file only has the 9 working slots, as an earlier post said. I edited mine to have 12, and they do show up in the MCM list, but the game never seems to advance beyond 9. If they are locked to that many, how does the code spread the max damage across the categories? I reached level 8 easy enough even when I set the max to 10,000 or whatever the max on the slider was, but that did not seem to shorten or lengthen the category sizes / intervals. I have not changed the damage amounts yet. I'd like to know what post you are referring to. Please refer only to the OP. The only keys that are used are 0-9. If you edit the max damage, it is not spread. Anything over 799 is mapped to level 9, anything over 436 is mapped to level 8, and so on. I cannot find the post now, but I think it was one you made. Either way, it sounds like the levels are static and my guess was correct. I am less concerned with the number of levels, what I wanted was to increase the number of increase and especially decrease messages. I liked the randomness of walking around some time after an encounter and "feeling" the effects. I wanted to increase the levels but make the range of each smaller so I could get more messages, since they only seem to play when you drop a level. Unrelated I never seem to get the WT Increase messages, but I suspect that is because too many things are firing during the scene and the message never shows up. I do get the virginity lost messages however. Interesting. I'm not sure how we could interject more messages. I like them also. The increase messages might not show because of concurrent animations, combat, etc. I try not to flood the user with too many messages, which gets more interesting considering NPC messages, etc.
SoulEater99 Posted January 13, 2015 Posted January 13, 2015 hum how to instal this and whtis files do u need?
karlpaws Posted January 13, 2015 Posted January 13, 2015 Interesting. I'm not sure how we could interject more messages. I like them also. The increase messages might not show because of concurrent animations, combat, etc. I try not to flood the user with too many messages, which gets more interesting considering NPC messages, etc. Yeah I wasn't worried about a class of messges not showing up, since you're work on a new dialog box or other message system would be the right way to do it. Maybe the SKSE or SkyUI teams or whoever's responsible for the handy clock I have could do a generic message box feature for any addons. In terms of more messages, a simple sounding solution is to add or modify the IF-THEN-ELSE in your Wear Tear degrade code ( I didn't go through the source enough to find it, or see how you did it ) but it seems to check ( I see the checking messages in the logs and console) and print a message if the wear drops a level. Perhaps have a "mind wanders" file to read from if oral, vag or anal do not drop a level, so that a message is always printed out on the interval the user selects? People could pick how often they want a message with suggested values for the slider.. I could get a message every ~10 real minutes on a 4 hour in game interval (I think, for time scale 20), but then change the slider to X for 500 wear every 12 hours or whatever it would work. With fast travel, waiting, sleeping and such, you could detect how long a wait period someone had and pull from another list... but that would be more work that it probably is worth.
Lord Ariakas Posted January 14, 2015 Posted January 14, 2015 Hi, I experienced a strange problem. I played with Apropos in the past for a long time without any issues. I changed my body (from manga to CBBE (Trepleen HDT)( and I am using bodyslide and a lot of HDT stuff if that's matters) and started to use the latest SKSE and racemenu latest 3beta version. After the first sex my save went up from 10 mb to 24 mb and gradually increased in size as I made more saves. At the end I had a 110 mb save on lvl 3. I chased down the problem by disabling mods and I could narrow it down to Apropos. If apropos npc tracking and slavetat textures not turned on the save stay at it's current size. If I turn those options on, then the save starts bloating, also it seems slavetats textures not showing. What can possibly the cause and how can I fix it?
gooser Posted January 14, 2015 Author Posted January 14, 2015 Hi, I experienced a strange problem. I played with Apropos in the past for a long time without any issues. I changed my body (from manga to CBBE (Trepleen HDT)( and I am using bodyslide and a lot of HDT stuff if that's matters) and started to use the latest SKSE and racemenu latest 3beta version. After the first sex my save went up from 10 mb to 24 mb and gradually increased in size as I made more saves. At the end I had a 110 mb save on lvl 3. I chased down the problem by disabling mods and I could narrow it down to Apropos. If apropos npc tracking and slavetat textures not turned on the save stay at it's current size. If I turn those options on, then the save starts bloating, also it seems slavetats textures not showing. What can possibly the cause and how can I fix it? I have no idea. I finished a few weeks ago a playthrough with everything enabled for a new character level 0 - through to level 82. I just checked and the last save file is 36MB. Which is not bad considering all the mods I have installed (lots of custom dungeon, new lands). I have to suspect something has come up regarding the new SKSE and Slavetats but i'm not sure where to start. What if you enable NPC tracking with no textures at all? Do you see the bloating then? Have you checked with the Slavetats support thread to see if anyone else has reported issues?
SoulEater99 Posted January 14, 2015 Posted January 14, 2015 hum how to instal this and whtis files do u need?
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