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Posted

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.

 

All files in the Apropos installation are in English. I can't help you with german or dutch.

Posted

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?

I am back. I came back from my holiday, so I could investigate the issue further. The problem was with the racemenu preset, for some reason on my saved preset the slavetats did not work at all.

Because of this Apropos could not use the textures and it wanted to. This will leads to save bloat eventually.

 

I could not find out what caused the preset to go mad, but I changed SKSE version and racemenu version 2x during that time, so the problem could be because racemenu presets saved with a certain racemenu version (or SKSE) cannot be loaded on a different racemenu version (or SKSE) (because it will be borked) OR could be because SKSE 1.7.2 or/and Racemenu 3.0 and/ or Racemenu 3.beta not working well with slavetats 1.0.6.

 

Or just my racemenu preset just went flicked.

 

I did not have time to investigate these outcomes (also I got too tired after 2 years troubleshooting that I don't bother) so I can't tell which one is true.

 

Beware! ;)

Posted

 

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?

I am back. I came back from my holiday, so I could investigate the issue further. The problem was with the racemenu preset, for some reason on my saved preset the slavetats did not work at all.

Because of this Apropos could not use the textures and it wanted to. This leads to save bloat.

 

I could not find out what caused the preset to go mad, but I changed SKSE version and racemenu version 2x during the usage, so the problem could be because racemenu presets saved to a certain racemenu version (or SKSE) cannot be loaded on a different racemenu (or SKSE) (because it will be borked) OR could be because SKSE 1.7.2 or/and Racemenu 3.0 and/ or Racemenu 3.beta not working well with slavetats.

 

Or just my racemenu preset just went flicked.

 

I did not have time to investigate these outcomes (also I got too lazy after 2 years troubleshooting that I don't bother) so I can't tell which one is true.

 

Beware! ;)

 

 

Thanks for the report!

 

So you have reverted to SKSE 1.7.1 for the time being?

Posted

I asked about this and expired responded. Here is a copy of the exchange:

 

Overlays issue I'm trying to track down...

Installed a "Body Paint" overlay. ( from http://www.nexusmods.com/skyrim/mods/60195/? )
Select texture.
Select color. Colored it black

"R" done, name character, etc.

Overlay is visible and correct color. 

When the character is stripped of armor (pool, hanky panky, etc) the overlay turns white. Put armor back on. Overlay still white. 
Go back into racemenu.
Select a different texture in the same slot. Overlay changes to black (the selected color for the slot). Select original texture. OK, it's black.
Exit RaceMenu. Overlay is correct color.
Strip.
Overlay is white.

I was able to work around this by setting Tint also to black.

What I do NOT know, is whether this is a RaceMenu issue or if the overlays (that worked fine with RM 2.9.6) need to be changed for RM 3.
AND... if the overlays themselves need to be fixed to work seamlessly with RM 3, is this something an average user can fix?

Thanks
P.S. I was using the Betas from "that other site" so I am familiar with your work. And... thank you!
 
av-2950481.png
supporter

expired6978391 kudos3090 posts

The color error implies some mod is calling UpdateTintMasks which invalidates all SkinTint shaders, overlays count as a skin tint, but the color is overridden when you change armor, if it's incorrect after swapping armor then some other mod has acquired the OnEquipped event and is calling this for some unknown reason.

There is an RM event you can call that will inform RM that it needs to reapply the colors and will make a mod you create compatible but nobody uses it, mostly because nobody needs to really alter tints except for RM.
 

 

 

Does that help at all?

 

Posted

I asked about this and expired responded. Here is a copy of the exchange:

 

Overlays issue I'm trying to track down...

 

Installed a "Body Paint" overlay. ( from http://www.nexusmods.com/skyrim/mods/60195/? )

Select texture.

Select color. Colored it black

 

"R" done, name character, etc.

 

Overlay is visible and correct color. 

 

When the character is stripped of armor (pool, hanky panky, etc) the overlay turns white. Put armor back on. Overlay still white. 

Go back into racemenu.

Select a different texture in the same slot. Overlay changes to black (the selected color for the slot). Select original texture. OK, it's black.

Exit RaceMenu. Overlay is correct color.

Strip.

Overlay is white.

 

I was able to work around this by setting Tint also to black.

 

What I do NOT know, is whether this is a RaceMenu issue or if the overlays (that worked fine with RM 2.9.6) need to be changed for RM 3.

AND... if the overlays themselves need to be fixed to work seamlessly with RM 3, is this something an average user can fix?

 

Thanks

P.S. I was using the Betas from "that other site" so I am familiar with your work. And... thank you!

 
av-2950481.png
supporter

expired6978391 kudos3090 posts

The color error implies some mod is calling UpdateTintMasks which invalidates all SkinTint shaders, overlays count as a skin tint, but the color is overridden when you change armor, if it's incorrect after swapping armor then some other mod has acquired the OnEquipped event and is calling this for some unknown reason.

 

There is an RM event you can call that will inform RM that it needs to reapply the colors and will make a mod you create compatible but nobody uses it, mostly because nobody needs to really alter tints except for RM.

 

 

 

Does that help at all?

 

 

Chajapa maybe it would be appropriate to move this discussion, since it is germane to RM to Slavetats thread?

Posted

I asked about this and expired responded. Here is a copy of the exchange:

Overlays issue I'm trying to track down...

 

Installed a "Body Paint" overlay. ( from http://www.nexusmods.com/skyrim/mods/60195/? )

Select texture.

Select color. Colored it black

 

"R" done, name character, etc.

 

Overlay is visible and correct color.

 

When the character is stripped of armor (pool, hanky panky, etc) the overlay turns white. Put armor back on. Overlay still white.

Go back into racemenu.

Select a different texture in the same slot. Overlay changes to black (the selected color for the slot). Select original texture. OK, it's black.

Exit RaceMenu. Overlay is correct color.

Strip.

Overlay is white.

 

I was able to work around this by setting Tint also to black.

 

What I do NOT know, is whether this is a RaceMenu issue or if the overlays (that worked fine with RM 2.9.6) need to be changed for RM 3.

AND... if the overlays themselves need to be fixed to work seamlessly with RM 3, is this something an average user can fix?

 

Thanks

P.S. I was using the Betas from "that other site" so I am familiar with your work. And... thank you!

 

 

 

av-2950481.png

supporter

expired6978391 kudos3090 posts

The color error implies some mod is calling UpdateTintMasks which invalidates all SkinTint shaders, overlays count as a skin tint, but the color is overridden when you change armor, if it's incorrect after swapping armor then some other mod has acquired the OnEquipped event and is calling this for some unknown reason.

 

There is an RM event you can call that will inform RM that it needs to reapply the colors and will make a mod you create compatible but nobody uses it, mostly because nobody needs to really alter tints except for RM.

 

 

 

Does that help at all?

Well I have the same issue, all colors go back to white when I load a savegame and enter racemenu. The color of the character won't change, just the slider color reset.

It is awkward as I cannot keep/ remember / adjust what was the original color.

 

It wasn't like this before. What is causing it? SKSE or racemenu related?

Even hair/mouth/skin color, also face (make up) textures are gone.

Posted

Why does the massage pop up in reverse? and it fade in and out to fast for me to read, it there a setting for it? thanks.

 

It pops up in reverse so that you can, ideally, read the whole message top to bottom once all of the lines have been printed in the notification area.

 

It also prints to the console, so if you miss it, you can open the console and read it there, though you will have to read the lines bottom to top instead of top to bottom.

 

 

 

 

What I want to know is, why is it still giving me 'reducing [actor]'s sexual wear and tear' notifications, when I have the wear and tear completely turned off? (Or at least, I think I do?)

Posted

 

Why does the massage pop up in reverse? and it fade in and out to fast for me to read, it there a setting for it? thanks.

 

It pops up in reverse so that you can, ideally, read the whole message top to bottom once all of the lines have been printed in the notification area.

 

It also prints to the console, so if you miss it, you can open the console and read it there, though you will have to read the lines bottom to top instead of top to bottom.

 

 

 

 

What I want to know is, why is it still giving me 'reducing [actor]'s sexual wear and tear' notifications, when I have the wear and tear completely turned off? (Or at least, I think I do?)

 

 

Those messages are Debug messages; disable Debug in Apropos MCM and they should not appear. Additionally those messages only appear if you do have W&T enabled. Once the W&T values drop low enough, Apropos no longer tracks an actor (the entry is removed). What does your MCM panel say is being tracked? ("Wear and Tear Actors" is the tab in MCM)

Posted

I know it's not about mod itself, but let me ask here. Does anyone know means to slow down notification speed, and/or increase letter size? sometimes it is little hard to read all 'good' dialogues.

Posted

I know it's not about mod itself, but let me ask here. Does anyone know means to slow down notification speed, and/or increase letter size? sometimes it is little hard to read all 'good' dialogues.

 

Cannot change speed. You change change letter size in Apropos MCM by decreasing segment length ("Message Preferences/Message Segment Length")

 

This is a known frustration with the mod. I am furiously at work preparing a new release which includes a new SkyUI Message "Widget" that will be used to present messages.

 

Posted

 

I know it's not about mod itself, but let me ask here. Does anyone know means to slow down notification speed, and/or increase letter size? sometimes it is little hard to read all 'good' dialogues.

 

Cannot change speed. You change change letter size in Apropos MCM by decreasing segment length ("Message Preferences/Message Segment Length")

 

This is a known frustration with the mod. I am furiously at work preparing a new release which includes a new SkyUI Message "Widget" that will be used to present messages.

 

 

you can also change the letter size < along with a bunch of other stuff > with Minimal Hud For Skyrim  http://www.nexusmods.com/skyrim/mods/33482/?

Posted

 

 
What I want to know is, why is it still giving me 'reducing [actor]'s sexual wear and tear' notifications, when I have the wear and tear completely turned off? (Or at least, I think I do?)

 

Those messages are Debug messages; disable Debug in Apropos MCM and they should not appear. Additionally those messages only appear if you do have W&T enabled. Once the W&T values drop low enough, Apropos no longer tracks an actor (the entry is removed). What does your MCM panel say is being tracked? ("Wear and Tear Actors" is the tab in MCM)

 

 

Enable Debug messages is on. Does that affect what gets printed in the console? It says "into the apropos user logs".

 

Under wear and tear settings, "Enable Apropos Wear and Tear" and "Enable NPC wear and tear" are both off. Degrade factor, max value, frequency of degrade are all at whatever the default is. Wear and Tear effects and hardcore effects are both off. Slavetats is not installed.

 

Under Wear and Tear Actors, it says Player is not currently tracked for Wear and Tear. Wear and Tear is currently disabled for NPCs.

 

Under Message Preferences, Show Sexlab Animation Descriptions is on. Virginity Lost messages are off. Wear%Tear changed messages are off.

 

Yet I'm still seeing the occasional "Reducing [Actor]'s sexual wear and tear".

 

Posted

 

 

 
What I want to know is, why is it still giving me 'reducing [actor]'s sexual wear and tear' notifications, when I have the wear and tear completely turned off? (Or at least, I think I do?)

 

Those messages are Debug messages; disable Debug in Apropos MCM and they should not appear. Additionally those messages only appear if you do have W&T enabled. Once the W&T values drop low enough, Apropos no longer tracks an actor (the entry is removed). What does your MCM panel say is being tracked? ("Wear and Tear Actors" is the tab in MCM)

 

 

Enable Debug messages is on. Does that affect what gets printed in the console? It says "into the apropos user logs".

 

Under wear and tear settings, "Enable Apropos Wear and Tear" and "Enable NPC wear and tear" are both off. Degrade factor, max value, frequency of degrade are all at whatever the default is. Wear and Tear effects and hardcore effects are both off. Slavetats is not installed.

 

Under Wear and Tear Actors, it says Player is not currently tracked for Wear and Tear. Wear and Tear is currently disabled for NPCs.

 

Under Message Preferences, Show Sexlab Animation Descriptions is on. Virginity Lost messages are off. Wear%Tear changed messages are off.

 

Yet I'm still seeing the occasional "Reducing [Actor]'s sexual wear and tear".

 

 

 

Has this game save ever been subject to an apropos upgrade, or did you start a new character and this is behavior you are now seeing?

Posted

That above post reminded me something. Often the notification message omits the character's/npc's name, like "   's cock is thrusting on 's anus" sort of, for example.

Posted

 

 

 

 
What I want to know is, why is it still giving me 'reducing [actor]'s sexual wear and tear' notifications, when I have the wear and tear completely turned off? (Or at least, I think I do?)

 

Those messages are Debug messages; disable Debug in Apropos MCM and they should not appear. Additionally those messages only appear if you do have W&T enabled. Once the W&T values drop low enough, Apropos no longer tracks an actor (the entry is removed). What does your MCM panel say is being tracked? ("Wear and Tear Actors" is the tab in MCM)

 

 

Enable Debug messages is on. Does that affect what gets printed in the console? It says "into the apropos user logs".

 

Under wear and tear settings, "Enable Apropos Wear and Tear" and "Enable NPC wear and tear" are both off. Degrade factor, max value, frequency of degrade are all at whatever the default is. Wear and Tear effects and hardcore effects are both off. Slavetats is not installed.

 

Under Wear and Tear Actors, it says Player is not currently tracked for Wear and Tear. Wear and Tear is currently disabled for NPCs.

 

Under Message Preferences, Show Sexlab Animation Descriptions is on. Virginity Lost messages are off. Wear%Tear changed messages are off.

 

Yet I'm still seeing the occasional "Reducing [Actor]'s sexual wear and tear".

 

 

 

Has this game save ever been subject to an apropos upgrade, or did you start a new character and this is behavior you are now seeing?

 

 

I installed Apropos mid-save, but I have not upgraded it. The version I have installed is what was in Apropos_Beta_2014_10_21_01.7z and that's all I've done with it apart from configuring MCM and rewriting some of the description files.

 

Posted

 

I know it's not about mod itself, but let me ask here. Does anyone know means to slow down notification speed, and/or increase letter size? sometimes it is little hard to read all 'good' dialogues.

 

Cannot change speed. You change change letter size in Apropos MCM by decreasing segment length ("Message Preferences/Message Segment Length")

 

This is a known frustration with the mod. I am furiously at work preparing a new release which includes a new SkyUI Message "Widget" that will be used to present messages.

 

 

 

welp...consider me hyped.

Posted

 

 

I know it's not about mod itself, but let me ask here. Does anyone know means to slow down notification speed, and/or increase letter size? sometimes it is little hard to read all 'good' dialogues.

 

Cannot change speed. You change change letter size in Apropos MCM by decreasing segment length ("Message Preferences/Message Segment Length")

 

This is a known frustration with the mod. I am furiously at work preparing a new release which includes a new SkyUI Message "Widget" that will be used to present messages.

 

 

 

welp...consider me hyped.

 

 

:)

 

I know I have been keeping my progress on the next release close to the chest, and many of you are anxious to see the new stuff.

 

The challenge I am currently facing is supporting the multi-threaded nature of SexLab - the fact that simultaneous animations can be occurring. IN its current form, using the top-left Debug.Notification region, all messages have to share one space, hence the usability problem. We see messages about animations starting, orgasms, stage changes, wear and tear changes, etc, all intermixed with other mod output. Its a mess.

 

So the next version of Apropos will support not just an alternative text output, that would be a marginal improvement. Instead I am trying to build support for N number of simultaneous animations on the screen at once. Suffice it to say, the infrastructure to manage the different widgets, both an a individual basis, and a routing basis is the real challenge. Just one example - if you have say 5 instances of the text widget on the left side of the screen, spanning top to bottom. You would want all messages about one animation to have 'affinity' for one of these instances. That way, I will see animation start, animation change, stage changes, and orgasm messages to all display on the same widget instance. Another example is that wear and tear messages don't really require affinity (and actually should be on a different widget really).

 

I'll try to keep you posted.

Posted

That above post reminded me something. Often the notification message omits the character's/npc's name, like "   's cock is thrusting on 's anus" sort of, for example.

Ooh, ooh, ohh!  (Jumps up an dn)  I know dat one!  Been dere dun dat.    Was scripts in the saves.  Try using Savetool to squash all Apropos scripts in yer saves.  I did and POOF names showed up.

 

Posted

This made me laugh. "Corny" ?

 

Is that channel looking for good porn mods, or anti-porn? Sounds like someone biased against the concept, and fundamentally not understanding user created content. Does it expect you are being paid to create a Danielle Steel novel or something?

 

1 Star, reviewer is a moron, and cannot write either.

 

 

:P

Posted

 

This made me laugh. "Corny" ?

 

Is that channel looking for good porn mods, or anti-porn? Sounds like someone biased against the concept, and fundamentally not understanding user created content. Does it expect you are being paid to create a Danielle Steel novel or something?

 

1 Star, reviewer is a moron, and cannot write either.

 

 

:P

 

 

I wouldn't be so hard on him. He's the only Youtuber who competently gets front in his own videos to explain a quite long list of Skyrim mods for what he calls his "offensive" playthroughs. He's very opinionated but entertaining. He also says at one point that he criticises the mods he likes the best. I hope he is playing attention to Apropos since the next release will contain a new "theme" concept and will allow the user to specify "immersive" vs "hentai or corny" messages...

Posted

 

 

I wouldn't be so hard on him. He's the only Youtuber who competently gets front in his own videos to explain a quite long list of Skyrim mods for what he calls his "offensive" playthroughs. He's very opinionated but entertaining. He also says at one point that he criticises the mods he likes the best. I hope he is playing attention to Apropos since the next release will contain a new "theme" concept and will allow the user to specify "immersive" vs "hentai or corny" messages...

 

 

That sounds great! I've tried adding or changing the synonyms file a few times, often after I get descriptions that really don't match the word used randomly for the body part. There are also some adjectives that work fine for vaginal but not anal descriptions, or what someone would use to describe themselves normally but not in a diry-talking scenario, or words a bandit would use toward a "captured slut" but not what a lover would use toward the rescuing hero.

 

I haven't made "adjective-ass" or "adjective-degrading" tags yet, because more of my problems crop up in the WTANAL and WTVAGINAL lists.

 

That and I'm not quite creative enough to make up 20 different descriptors.

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