WaxenFigure Posted January 14, 2015 Posted January 14, 2015 hum how to instal this and whtis files do u need? http://www.loverslab.com/topic/28123-apropos/?p=704311
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? 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? I suspect it must be either racemenu or skse or slavetats. These were updated recently. I will check them when I get near to my computer. It seems like if it would get into some kind of endless loop / process and this could cause a save bloat. I think it is something to do with textures.If the mod installed but left by default (what I used to change is to enable slavetats textures, enable tracking for npc, enable first stage messages and disable break message into segments) it won't cause save bloat. Also this mod setup/ order worked in the past, so I am 100% sure the texture files are ok and the program itself is ok. Must be something new conflicting/forcing Apropos into the loop. I tried it on new game and tried it twice. Same bloat.
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? I suspect it must be either racemenu or skse or slavetats. These were updated recently. I will check them when I get near to my computer. It seems like if it would get into some kind of endless loop / process and this could cause a save bloat. I think it is something to do with textures.If the mod installed but left by default (what I used to change is to enable slavetats textures, enable tracking for npc, enable first stage messages and disable break message into segments) it won't cause save bloat. Also this mod setup/ order worked in the past, so I am 100% sure the texture files are ok and the program itself is ok. Must be something new conflicting/forcing Apropos into the loop. I tried it on new game and tried it twice. Same bloat. Probably a good idea to look at logs.
Crooltool Posted January 14, 2015 Posted January 14, 2015 I'm using the latest racemenu, skse and slavetats with tracking on, and tho i have yet to see the slave tats WT actually appear, my saves have are still at around 9300kb at 4th level, had one bloat up to over 10000kb and some frozen scripts and had to use script cleaner, but that was because I was raped by a giant spider and ended up giving birth to a buncha baby spiders and I have no IDEA which mod that comes from, lol
gooser Posted January 14, 2015 Author Posted January 14, 2015 I'm using the latest racemenu, skse and slavetats with tracking on, and tho i have yet to see the slave tats WT actually appear, my saves have are still at around 9300kb at 4th level, had one bloat up to over 10000kb and some frozen scripts and had to use script cleaner, but that was because I was raped by a giant spider and ended up giving birth to a buncha baby spiders and I have no IDEA which mod that comes from, lol Are you using SKSE 1.7.1 or 1.7.2 Beta ?
Crooltool Posted January 14, 2015 Posted January 14, 2015 I'm using the latest racemenu, skse and slavetats with tracking on, and tho i have yet to see the slave tats WT actually appear, my saves have are still at around 9300kb at 4th level, had one bloat up to over 10000kb and some frozen scripts and had to use script cleaner, but that was because I was raped by a giant spider and ended up giving birth to a buncha baby spiders and I have no IDEA which mod that comes from, lol Are you using SKSE 1.7.1 or 1.7.2 Beta ? skse 1.7.2 beta, needed to upgrade because of another mod, just had to restart everything because I botched a .esp merge in TES5Edit <the joys of running a game with 279 .esps> so I have the latest and greatest of all the mods <figured that was the time to make sure everything was up to date>
chajapa Posted January 14, 2015 Posted January 14, 2015 FYI I'm using Racemenu 3, SKSE 1.7.2 (I think they called 1.7.1 "Beta" and may STILL call it that), XPMSE 2.36 Everything seems to work fine but I'm not using the SlaveTats feature. I *DID* run into an issue earlier today after switching everything over, where a particular set of overlays didn't work quite right. I applied an overlay (tatoo) from this pack and colored it black. Worked fine UNTIL my character stripped. At that point the overlay would turn white..... "huh?" I had to go into Racemenu again and set the Tint as well as the color. I just "Tint"ed it black ... then it worked fine. So I'm wondering if overlays for Racemenu 3 are handled differently than they used to be handled.
gooser Posted January 14, 2015 Author Posted January 14, 2015 I have not done any testing on 1.7.2. This might be a common thread for these issues.
Lord Ariakas Posted January 15, 2015 Posted January 15, 2015 Well, something is happening with racemenu too, as for some reason tints reset in the menu to white(?)but the character still shows the right color. No options for face overlays in the face overlay menu and I know I have some(at least frecklemania) Sooo something is messing with the overlays (racemenu being beta or SKSE being beta) I will have a look at the logs when I will have a chance. I think this could be a reason why slavetats textures might try to be added and they making the save bloating by keep trying?
SoulEater99 Posted January 15, 2015 Posted January 15, 2015 what files u need and how do u instal this and plz no useles links back 2 furts post iv looked at that one abaut 25 tiems and cant find anytign usefol from it :/
gooser Posted January 15, 2015 Author Posted January 15, 2015 what files u need and how do u instal this and plz no useles links back 2 furts post iv looked at that one abaut 25 tiems and cant find anytign usefol from it :/ Look under "Requirements" REQUIREMENTS - SKSE 1.7.0+ - SexLab 1.57+ - SexLab Aroused - JContainers 3.0+. Here: http://www.loverslab...63-jcontainers/ You need to make sure you have the requirements already installed. There's nothing special really to install Apropos after those are installed. Just use NMM, MO, ...
dinobenoid3 Posted January 16, 2015 Posted January 16, 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). I have the latest version of Jcontainers and installed it through MO as instructed on its page, though I'm wondering should I use both PapyrusUtil and Jcontainers at the same time and if so, in what order?
gooser Posted January 16, 2015 Author Posted January 16, 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). I have the latest version of Jcontainers and installed it through MO as instructed on its page, though I'm wondering should I use both PapyrusUtil and Jcontainers at the same time and if so, in what order? Well, I don't know about JContainers and MO. I use NMM. If you see the apropriate bits in Skyrim\Data\SKSE\Plugins (JContainers.dll, JCData subfolder), then MO has done its job. Regarding PapyrusUtil - it is required by SexLab, SOS, and other mods. So you will need both PU and JC. There is no "load order" issue since they are SKSE Plugins not .esp or .esm files.
Fredfish Posted January 16, 2015 Posted January 16, 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). I have the latest version of Jcontainers and installed it through MO as instructed on its page, though I'm wondering should I use both PapyrusUtil and Jcontainers at the same time and if so, in what order? Well, I don't know about JContainers and MO. I use NMM. If you see the apropriate bits in Skyrim\Data\SKSE\Plugins (JContainers.dll, JCData subfolder), then MO has done its job. Regarding PapyrusUtil - it is required by SexLab, SOS, and other mods. So you will need both PU and JC. There is no "load order" issue since they are SKSE Plugins not .esp or .esm files. I use MO, JContainers 3.1 and Papyrus v2.8. I put them near the end of my mod list (right hand panel) Payrus then JContainers and lastly my overwrite folder. Then run the latest version of LOOT and it seems to work fine for me.
circ Posted January 16, 2015 Posted January 16, 2015 Where are the Slavetats textures supposed to be? I stuck them in data/apropos but just in case also stuck them in the Slavetats folder. It takes a while to get the visuals showing but they look great, just that the tears could maybe be a little less opaque.
dinobenoid3 Posted January 16, 2015 Posted January 16, 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). I have the latest version of Jcontainers and installed it through MO as instructed on its page, though I'm wondering should I use both PapyrusUtil and Jcontainers at the same time and if so, in what order? Well, I don't know about JContainers and MO. I use NMM. If you see the apropriate bits in Skyrim\Data\SKSE\Plugins (JContainers.dll, JCData subfolder), then MO has done its job. Regarding PapyrusUtil - it is required by SexLab, SOS, and other mods. So you will need both PU and JC. There is no "load order" issue since they are SKSE Plugins not .esp or .esm files. I use MO, JContainers 3.1 and Papyrus v2.8. I put them near the end of my mod list (right hand panel) Payrus then JContainers and lastly my overwrite folder. Then run the latest version of LOOT and it seems to work fine for me. it finally works! thank you to all who responded and helped me get through these dark times. now i can relish the dragonborn's sexual experiences in detail!
Fredfish Posted January 17, 2015 Posted January 17, 2015 Where are the Slavetats textures supposed to be? I stuck them in data/apropos but just in case also stuck them in the Slavetats folder. It takes a while to get the visuals showing but they look great, just that the tears could maybe be a little less opaque. The testures should go in:- Data/textures/actors/character/slavetats/ The slavetats folder should contain:- After Effects folder Scars Dirt folder Sob Tears folder After Effects.json Scars Dirt.json Sob Tears.json Plus whatever other slavetats you have installed
circ Posted January 17, 2015 Posted January 17, 2015 I don't suppose there's a way to make exceptions for creatures with names? The Horse becomes the Shadowmere or the Frost when those two are involved.
karlpaws Posted January 17, 2015 Posted January 17, 2015 I don't suppose there's a way to make exceptions for creatures with names? The Horse becomes the Shadowmere or the Frost when those two are involved. I don't think there is a way. That is also a problem for any NPC really, the Raloff vs th eStormcloak Soldier, the bandit vs the Jarl Balgruuf, etc. For the unnamed things, its name is essentially "horse", so you would need code in the {ACTIVE} replacer part that checks if a name in on a list, insert a "the" or "a" and then not use those before {ACTIVE} in the animation description files.
Toatedsnow Posted January 18, 2015 Posted January 18, 2015 Curious - is this mod incompatible with SL Submit? Just attempted a barebones install with nothing but graphical overhauls running. All the requirements are there, latest versions aswell. The game CTDs post-deed without fail, the only variance is the time-to-CTD. Loadorder checks out aswell. Moreover, the CTD occurs irrespective of animation and actor(s) type. It appears to be an issue with Apropos - removal causes animations to play through just fine.
Guest Posted January 18, 2015 Posted January 18, 2015 I don't suppose there's a way to make exceptions for creatures with names? The Horse becomes the Shadowmere or the Frost when those two are involved. I generally work with whatever I believe the majority will be in any situation. Most horses in the game are not named, so I use 'the {ACTIVE}', whereas most dogs are named, so I don't use 'the'. Unless someone comes up with a way for the code to distinguish between unique individuals and generic ones, there's not a lot we can do.
gooser Posted January 18, 2015 Author Posted January 18, 2015 I don't suppose there's a way to make exceptions for creatures with names? The Horse becomes the Shadowmere or the Frost when those two are involved. I generally work with whatever I believe the majority will be in any situation. Most horses in the game are not named, so I use 'the {ACTIVE}', whereas most dogs are named, so I don't use 'the'. Unless someone comes up with a way for the code to distinguish between unique individuals and generic ones, there's not a lot we can do. Actor.IsUnique() Unfortunately, even unique actors often have generic names/titles.
Grimbold the unlovely Posted January 18, 2015 Posted January 18, 2015 If it's any consolation, even the Game of Thrones books have a dog named "Dog"
PubliusNV Posted January 19, 2015 Posted January 19, 2015 Curious - is this mod incompatible with SL Submit? Just attempted a barebones install with nothing but graphical overhauls running. All the requirements are there, latest versions aswell. The game CTDs post-deed without fail, the only variance is the time-to-CTD. Loadorder checks out aswell. Moreover, the CTD occurs irrespective of animation and actor(s) type. It appears to be an issue with Apropos - removal causes animations to play through just fine. The current version of Apropos requires JContainers 3.0 or higher. Some versions of Submit were packaged with an earlier version of JContainers, so if you installed Submit after Apropos and/or JContainers you might have regressed JContainers. I'm running Apropos and the version of Submit called Submit + DD Progression, with a patch that allows it to run with JContainers 3.1.1, with no problems.
sybreal Posted January 19, 2015 Posted January 19, 2015 I keep seeing some messages in german or dutch which I can only assume translate into "I came". Its Ich gekomen, or something like that. I tried looking through the files but I couldn't find any lines like that.
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