Gnarz Posted September 4, 2015 Posted September 4, 2015 Just came out of lurking to ramble (as in: I don't have any experience with scripting for Skyrim) a bit about the key removal idea (I don't really care that much for it, but the challenge to get it implemented is interesting): I was wondering if it is actually necessary to gather all keys and destroy them. Why not do something when the key is observed by the player? If you can e.g. add items to a container when you open it, you probably can remove items at that point in time as well. 1. Is it possible to add a unique, incrementing number (lets call it "creationID") to a key at its creation time? If that would work, you can save the last added "creationID" (lets call that number the "removeAllKeysBeforeID") at the point in time the "remove all keys" event triggers. Every time you encounter a key you then compare both IDs and destroy the key if its "creationID" is lower or equal to the "removeAllKeysBeforeID". 2. Alternatively, how about cursing the player for a certain amount of time? During that time all keys (only the ones for DD of course) the player comes in contact with (i.e. puts into the inventory) go *POOF*. Btw.: Love the mod
chipstick Posted September 4, 2015 Posted September 4, 2015 So much discussion about keys... I'm probably in the minority here, but I see it as an issue where the solution really rests in players changing their behaviours, rather than further additions to DCUR. Keys are weightless - the only reason to stash them is if you specifically want to avoid losing them. I don't believe I've ever stashed a key in normal gameplay. So a player decides (s)he wants to lose the keys by turning on the option to lose them, then decides to stash them to avoid losing them... when (s)he could just have either toggled key loss off, or not stashed them. I feel it's a lot like adding a combat difficulty mod, then toggling god mode when it gets too tough, then asking for further changes based on the god mode command, or even changes to the tgm command itself to keep the mod's toughness. (This is probably an imperfect analogy, but I cant think of a better one right now) Which comes back to a comment I made earlier, where attempting too hard to police these contradictory player behaviours often leads to whole lot of added technical complexity and wobbliness (instability) or unintended consequences. I get that it may be about a creating a feeling of helplessness, but DCUR's is built on customisability. That's a big part of its appeal - every player can make it work to their preferences. But that means that most enforced restrictions can be toggled on or off anyway, often on the fly. Ergo, "enforcing" a desired level of helplessness (which varies from player to player - some players like it more softcore, some more hardcore) is always going to need either 1) the ability to police our own behaviour (like not stashing keys if you want the risk of losing them), or 2) imposing restrictions on every player and taking away choices from other players to suit one particular playstyle (which is a bad idea); in addition to any added technical wobblines/script load. Summary: I think I'm just boggled by all this key-caching countermeasures discussion. For the record, I just toggle key loss off in my own game, rather than bother with caching them,
Zhash61 Posted September 4, 2015 Posted September 4, 2015 So much discussion about keys... I'm probably in the minority here, but I see it as an issue where the solution really rests in players changing their behaviours, rather than further additions to DCUR. Keys are weightless - the only reason to stash them is if you specifically want to avoid losing them. I don't believe I've ever stashed a key in normal gameplay. So a player decides (s)he wants to lose the keys by turning on the option to lose them, then decides to stash them to avoid losing them... when (s)he could just have either toggled key loss off, or not stashed them. I feel it's a lot like adding a combat difficulty mod, then toggling god mode when it gets too tough, then asking for further changes based on the god mode command, or even changes to the tgm command itself to keep the mod's toughness. (This is probably an imperfect analogy, but I cant think of a better one right now) Which comes back to a comment I made earlier, where attempting too hard to police these contradictory player behaviours often leads to whole lot of added technical complexity and wobbliness (instability) or unintended consequences. I get that it may be about a creating a feeling of helplessness, but DCUR's is built on customisability. That's a big part of its appeal - every player can make it work to their preferences. But that means that most enforced restrictions can be toggled on or off anyway, often on the fly. Ergo, "enforcing" a desired level of helplessness (which varies from player to player - some players like it more softcore, some more hardcore) is always going to need either 1) the ability to police our own behaviour (like not stashing keys if you want the risk of losing them), or 2) imposing restrictions on every player and taking away choices from other players to suit one particular playstyle (which is a bad idea); in addition to any added technical wobblines/script load. Summary: I think I'm just boggled by all this key-caching countermeasures discussion. For the record, I just toggle key loss off in my own game, rather than bother with caching them, That's why I use the key holder mod. It automatically takes your keys and gives them to the npc you chose for whatever time period you selected. So, it's like stashing keys, but also losing them at the same time... you just dont permanently lose them(unless you choose the 'forever option'). The only thing I wish is that the mod was still being updated. I'm not sure where Kalarr has gone...
Slorm Posted September 4, 2015 Posted September 4, 2015 I rather agree with Chipstick on the keys issue, it would seem an awful lot of effort for a very minor outcome. I personally have keys set to destroy when used but I do keep 1 restraint key stashed at Breezehome for emergencies as I use RND and may need to remove a gag before starving. If I didn't want to have this fail-safe I simply wouldn't stash a key. It also seems more of a solution looking for a problem as if you have smithing set to medium in DD you simply have to stash Malachite instead and you can make as many keys as you like.
ForestElf Posted September 4, 2015 Posted September 4, 2015 BUG: If "self bondage" is enabled, even if one has set 0% chance to happen, when above the threshold, without any devices in the inventory to use, you get a "you lost all your keys" message. I was just walking, with no CL event and suddenly keys lost... I can only presume that self bondage is the cause, because arousal is the only "abnormal" thing happening. I rather agree with Chipstick on the keys issue, it would seem an awful lot of effort for a very minor outcome. I personally have keys set to destroy when used but I do keep 1 restraint key stashed at Breezehome for emergencies as I use RND and may need to remove a gag before starving. If I didn't want to have this fail-safe I simply wouldn't stash a key. It also seems more of a solution looking for a problem as if you have smithing set to medium in DD you simply have to stash Malachite instead and you can make as many keys as you like. To be able to make keys, you must have completed the quest from DD, right? I 've only done that once and ever since, in all installations i disable the 2 DD quests (the 2nd one i 've never done it actually. The Forbidden Tome quest was enough to hate the idea)... So i don't want to "lose" my keys.
Zhash61 Posted September 4, 2015 Posted September 4, 2015 BUG: If "self bondage" is enabled, even if one has set 0% chance to happen, when above the threshold, without any devices in the inventory to use, you get a "you lost all your keys" message. I was just walking, with no CL event and suddenly keys lost... I can only presume that self bondage is the cause, because arousal is the only "abnormal" thing happening. I rather agree with Chipstick on the keys issue, it would seem an awful lot of effort for a very minor outcome. I personally have keys set to destroy when used but I do keep 1 restraint key stashed at Breezehome for emergencies as I use RND and may need to remove a gag before starving. If I didn't want to have this fail-safe I simply wouldn't stash a key. It also seems more of a solution looking for a problem as if you have smithing set to medium in DD you simply have to stash Malachite instead and you can make as many keys as you like. To be able to make keys, you must have completed the quest from DD, right? I 've only done that once and ever since, in all installations i disable the 2 DD quests (the 2nd one i 've never done it actually. The Forbidden Tome quest was enough to hate the idea)... So i don't want to "lose" my keys. You don't have to do the whole quest to make keys. You just have to steal the books from Zed(and read them).
Slorm Posted September 4, 2015 Posted September 4, 2015 To be able to make keys, you must have completed the quest from DD, right? I 've only done that once and ever since, in all installations i disable the 2 DD quests (the 2nd one i 've never done it actually. The Forbidden Tome quest was enough to hate the idea)... So i don't want to "lose" my keys. There's a much simpler way to do the FT quest If you wear a chastity belt when you first take the Forbidden Tome you can read it to get the skill but the quest doesn't trigger. Personally, I quite enjoy the FT quest but if I don't feel like doing I'll buy the most expensive chastity belt from Captured Dreams (which I throw away afterwards) to give some sort of payment for the skill.
Slorm Posted September 4, 2015 Posted September 4, 2015 @Zhash61 Please use spoiler tags if giving away game clues, not everyone want to see them if they haven't played it yet
Kimy Posted September 4, 2015 Author Posted September 4, 2015 So much discussion about keys... I'm probably in the minority here, but I see it as an issue where the solution really rests in players changing their behaviours, rather than further additions to DCUR. Keys are weightless - the only reason to stash them is if you specifically want to avoid losing them. I don't believe I've ever stashed a key in normal gameplay. So a player decides (s)he wants to lose the keys by turning on the option to lose them, then decides to stash them to avoid losing them... when (s)he could just have either toggled key loss off, or not stashed them. I feel it's a lot like adding a combat difficulty mod, then toggling god mode when it gets too tough, then asking for further changes based on the god mode command, or even changes to the tgm command itself to keep the mod's toughness. (This is probably an imperfect analogy, but I cant think of a better one right now) Which comes back to a comment I made earlier, where attempting too hard to police these contradictory player behaviours often leads to whole lot of added technical complexity and wobbliness (instability) or unintended consequences. I get that it may be about a creating a feeling of helplessness, but DCUR's is built on customisability. That's a big part of its appeal - every player can make it work to their preferences. But that means that most enforced restrictions can be toggled on or off anyway, often on the fly. Ergo, "enforcing" a desired level of helplessness (which varies from player to player - some players like it more softcore, some more hardcore) is always going to need either 1) the ability to police our own behaviour (like not stashing keys if you want the risk of losing them), or 2) imposing restrictions on every player and taking away choices from other players to suit one particular playstyle (which is a bad idea); in addition to any added technical wobblines/script load. Summary: I think I'm just boggled by all this key-caching countermeasures discussion. For the record, I just toggle key loss off in my own game, rather than bother with caching them, That's why I use the key holder mod. It automatically takes your keys and gives them to the npc you chose for whatever time period you selected. So, it's like stashing keys, but also losing them at the same time... you just dont permanently lose them(unless you choose the 'forever option'). The only thing I wish is that the mod was still being updated. I'm not sure where Kalarr has gone... Mind you that no decision about adding advanced key-related features has been made on my part, and IF such a feature would be added, you can safely bet on it having a MCM toggle, like everything else in Cursed Loot. About the Keyholder mod....I am afraid that version 5.0 is going to break its Cursed Loot integration as 5.0 will make significant changes to the custom keys used by Cursed Loot.
ForestElf Posted September 4, 2015 Posted September 4, 2015 You don't have to do the whole quest to make keys. You just have to steal the books from Zed(and read them). Oh, i didn't know that. Still, i am a completionist and if i know i am deliberately avoiding a quest, i will feel bad.
Slorm Posted September 4, 2015 Posted September 4, 2015 You don't have to do the whole quest to make keys. You just have to steal the books from Zed(and read them). Oh, i didn't know that. Still, i am a completionist and if i know i am deliberately avoiding a quest, i will feel bad. That's incorrect actually, you don't steal books from Zed. Either use the method I posted or think about the quest a little more. Effectively there are three ways to complete so you would not be avoiding the quest which ever method you choose (I know exactly what you mean by being a completionist though )
Zhash61 Posted September 4, 2015 Posted September 4, 2015 @Zhash61 Please use spoiler tags if giving away game clues, not everyone want to see them if they haven't played it yet Yeah, I thought that, but I couldn't see how to do it....
Guest Posted September 5, 2015 Posted September 5, 2015 You don't have to do the whole quest to make keys. You just have to steal the books from Zed(and read them). Oh, i didn't know that. Still, i am a completionist and if i know i am deliberately avoiding a quest, i will feel bad. That's incorrect actually, you don't steal books from Zed. Either use the method I posted or think about the quest a little more. Effectively there are three ways to complete so you would not be avoiding the quest which ever method you choose (I know exactly what you mean by being a completionist though ) Hold on...I have only ever completed the quest in one way. What are the other ways?!
aim4it Posted September 5, 2015 Posted September 5, 2015 Ran into some odd behavior recently. Was looting a chest in a bandit camp near Whiterun, got the rubber doll collar on my pc. SLA redux updated arousal (actually it decayed 21->11). Heard the equip noise expecting the rubber to expand as the rubber doll quest got added to the quest list, instead the collar was removed while the quest advanced. So I saved, exited and pulled the papyrus log.Papyrus.0.log This is using: SexLab 1.60 Hotfix 2 SexLab Aroused Redux v21 DCL 4.10
Nicoya Posted September 5, 2015 Posted September 5, 2015 For the key stashing thing, perhaps there's a way of detecting when a key is placed in a container and triggering a chance that the key is destroyed right then? From a lore standpoint you could maybe say that the key slipped from your hands and became hopelessly lost as you were about to place it in the container. Could make it an increased chance if the player is wearing something naughty on their arms, or a blindfolding device.
Riderofanarchy Posted September 5, 2015 Posted September 5, 2015 So I ran into a problem with the cursed collar quest. no matter what the Chasity Belt will not go on even when I equip the plugs first. it keeps saying I need to be pierced and plugged before the belt goes on and that's what i'm doing. Update: Ok so I fixed this problem only to Run into an even WORSE problem. the Collar is punishing me for wearing the belt. it's threatening to kill me if I do not fix this right away.
ImmoralShade Posted September 5, 2015 Posted September 5, 2015 Having a weird issue with Cursed Loot. Most functions of the mod work fine, but a few inexplicably don't. 1: Bondage Adventure (asking people for help) doesn't work at all, the dialogue options don't appear. I do have it enabled in MCM. 2: Solicitation semi works. The dialogue options are there, I can get paid, but no animations play. No dancing, no sex, and no Devices are equipped even if the "let me get my toys" dialogue happens. 3: Estrus integration doesn't work at all. All estrus animations and effects work fine through the original mod's shouts and spells, but cursed loot won't trigger estrus on loot or plants, even with all other possibilities disabled and cursed loot chance at 100% Other than these things, Cursed Loot is functioning excellently, and considering that basically everything else in this playthrough actually seems stable for once, I'm hesitant to risk destroying everything by troubleshooting. I'm linking my load order, so if there are any glaringly obvious issues that could be causing these problems, please point them out. i'm also having issues nr 2 and 3 (not sure about issue 1, haven't tested that), have you by any chance figured out what was wrong? the estrus one doesn't bother me that much, but i'd like to have a fix for the soliciting one :/ Can you post a log? Best if you start the game, try a solicitation, quit and post log. DCL and Sexlab both have good descriptions in the log so should be able to work it out. this is what the log said when i tried a (successful) solicitation: [09/05/2015 - 12:18:45PM] [Zad]: ZadNpc::OnUpdateGameTime() [09/05/2015 - 12:18:45PM] [Zad]: ZadNpc::DoRegister(1.500000) [09/05/2015 - 12:18:58PM] xpoCrimeScanner: (Scanning) OnUpdate [09/05/2015 - 12:19:04PM] ERROR: Incorrect number of arguments passed. Expected 2, got 3. stack: <empty stack> [09/05/2015 - 12:19:08PM] [DCUR] Periodical update starts [09/05/2015 - 12:19:13PM] [Zad]: Finished processing events. Re-Polling.. [09/05/2015 - 12:19:13PM] [Zad]: CheckAllEvents() [09/05/2015 - 12:19:15PM] [Zad]: Config Interval:1.500000. Total number of events: 0. Next staggered update in 1.500000
Slorm Posted September 5, 2015 Posted September 5, 2015 @Zhash61 Please use spoiler tags if giving away game clues, not everyone want to see them if they haven't played it yet Yeah, I thought that, but I couldn't see how to do it.... Click on the special BBCode icon and you'll find it in the dropdown list or you can manually apply as well using ["spoiler] ["/spoiler] without the quote marks Hold on...I have only ever completed the quest in one way. What are the other ways?! See pm
chipstick Posted September 5, 2015 Posted September 5, 2015 I rather agree with Chipstick on the keys issue, it would seem an awful lot of effort for a very minor outcome. I personally have keys set to destroy when used but I do keep 1 restraint key stashed at Breezehome for emergencies as I use RND and may need to remove a gag before starving. If I didn't want to have this fail-safe I simply wouldn't stash a key. It also seems more of a solution looking for a problem as if you have smithing set to medium in DD you simply have to stash Malachite instead and you can make as many keys as you like. Much of what I tried to express over multiple paragraphs, you've managed to say in 11 words.
ForestElf Posted September 5, 2015 Posted September 5, 2015 @ Slorm So basically, you need to wear a chastiby belt before starting the quest, so that the quest doesn't start? Interesting thanks. @ Kimy: BUG Toon is wearing some high security restraints, exhibistionist suit and exhibitionist boots. I press "free me", the high security restraints are removed, but not the 2 exhibitionist pieces. So i try to unlock them on my own. I have 4 keys. I unlock the 1st boot lock and then... can't do anything. The option to unlock the rest is no longer available. Free me doesn't remove them either. Basically, there is no way to remove them anymore. Also, while sleeping, was attacked and attacker put armbinder on top of exhibitionist suit (i actually never had a sleep attack adding stuff before). The hands were completely visible despite the armbinder (clipping). At any case, i am taking a break from CL, since v 4.10 is the buggiest i 've seen since i started using it, plus i had some CTDs while wearing this suit and entering buildings, which i suspect are related with the constant sex attacks. Besides i was getting tired, since i 've disabled most of the "exotic" or "hardcore" items and i was getting all the time high security restraints, which were tough to pay. I even disabled bondage adventure and i just want to stop reloading and starting over. The mod concept is great,but for my likings, i need something simpler and more reliable. I think i will start over and just install eager NPCs, along with Prison Overhaul and get over with it. I want to play the normal game. I actually think it will be good to finally be able to open a chest without worrying about a CL event.
gaggedgirl123 Posted September 5, 2015 Posted September 5, 2015 I have this weird problem of Cursed Loot shutting down despite me not playing a male character OR having anything that changes children's tags. Which is seriously strange because I haven't changed my load order a lot since the last time I used it. In any case, I'll post it just in case I'm just too stupid to see something obvious, but I cut about 3/4 of my modlist trying to find the culprit and still no results • 00 Skyrim.esm • 01 Update.esm • 02 Unofficial Skyrim Patch.esp [Version 2.0.5a] • 03 Dawnguard.esm • 04 Unofficial Dawnguard Patch.esp [Version 2.0.5] • 05 HearthFires.esm • 06 Unofficial Hearthfire Patch.esp [Version 2.0.5] • 07 Dragonborn.esm • 08 Unofficial Dragonborn Patch.esp [Version 2.0.5] • 09 Skyrim Project Optimization - Full Version.esm • 0A ApachiiHair.esm • 0B RaceCompatibility.esm [Version 1.60a] • 0C ApachiiHairFemales.esm • 0D ZaZAnimationPack.esm • 0E SexLab.esm [Version 1.59b] • 0F Devious Devices - Assets.esm [Version 2.8.2] • 10 SexLabAroused.esm • 11 Devious Devices - Integration.esm • 12 daymoyl.esm • 13 Devious Devices - Expansion.esm • 14 hdtHighHeel.esm • 15 Differently Ebony.esp • 16 CharacterMakingExtender.esp • 17 AMB Glass Variants Lore.esp • 18 Remodeled Armor - Vanilla Replacer - Dragonborn.esp • 19 EnhancedLightsandFX.esp • 1A Book Covers Skyrim.esp • 1B Footprints.esp • 1C SkyUI.esp • 1D Customizable Camera.esp • 1E Cloaks - Dawnguard.esp • 1F ELE-Spell and Torch Lighting.esp • 20 BrighterTorchesBiggerMagelight.esp • 21 DYNAVISION Dynamic Depth of Field.esp • 22 ELFX - Exteriors.esp • 23 Tamriel Reloaded.esp • 24 Grass On Steroids.esp • 25 ELFXEnhancer.esp • 26 FCO - Follower Commentary Overhaul.esp • 27 HDT Female Hairstyles.esp • 28 ImportantInformationOverhaul.esp • 29 HHairstyles.esp • 2A ImmersiveFP.esp • 2B Opeth_torch.esp • 2C Paralysis.esp • 2D RaceMenuOverlayCompilation - CBBE.esp • 2E Duel - Combat Realism.esp • 2F RaceMenuOverlays.esp • 30 RaceMenu.esp • 31 RaceMenuPlugin.esp • 32 Remodeled Armor - Underwear.esp • 33 Remodeled Armor - Vanilla Replacer - Dawnguard.esp • 34 Remodeled Armor - Vanilla Replacer.esp • 35 SDpatch - frostfall.esp • 36 Chesko_WearableLantern.esp • 37 USKP Patcher for RaceCompatibility.esp • 38 sanguinesDebauchery.esp • 39 Rebirth Monster.esp • 3A EnhancedCharacterEdit.esp • 3B Further Dark Dungeons for ENB.esp • 3C WetandCold.esp • 3D AOS.esp • 3E Guard Dialogue Overhaul.esp • 3F Civil War Overhaul.esp • 40 SkyFalls + SkyMills.esp • 41 RealisticWaterTwo.esp • 42 RealisticWaterTwo - Legendary.esp • 43 Cloaks.esp • 44 1nivWICCloaks.esp [Version 2.3] • 45 Devious Deviants.esp • 46 1nivWICSkyCloaksPatch.esp [Version 2.3] • 47 SMIM-Merged-All.esp • 48 SkyrimImprovedPuddles-DG-HF-DB.esp [Version 1.1] • 49 Trapped in Rubber.esp [Version 0.03] • 4A Jaggarsfeld - RLO.esp • 4B TTYM - Think to Yourself Messages.esp • 4C Deviously Cursed Loot.esp • 4D SexLab_Dialogues.esp • 4E IMAGINATOR - Visual Control for Skyrim.esp • 4F BlockSparkles.esp • 50 IMAGINATOR - MCMenu.esp • 51 DeadlyDragons.esp • 52 TheEyesOfBeauty.esp [Version 9] • 53 DragonCombatOverhaulDragonborn.esp • 54 VioLens.esp [Version 1.11] • 55 AOS2_GDO Patch.esp • 56 AOS2_RealisticWaterTwo Patch.esp • 57 AOS2_DCOd Patch.esp • 58 AOS2_WetandCold Patch.esp • 59 RevampedExteriorFog.esp • 5A rain_fog_storm_fix.esp • 5B Alternate Start - Live Another Life.esp [Version 2.5.5] I know I have a few other conflicts to sort out, but my game is perfectly playable for now. It's just Cursed Loot that bigs me right now Could it also be a problem with the latest version? I used 4.9 before without a problem... then again I haven't tried it on the particular profile
Varhathael Posted September 5, 2015 Posted September 5, 2015 The hands were completely visible despite the armbinder (clipping). While I can confirm this bug exists, I suspect it's not the hands you're seeing - rather, it's the exhibitionist suit itself, which has gloves built-in... and, unlike your character's actual hands, the armbinder won't do anything to hide the armor model. Thus, clipping.
ForestElf Posted September 5, 2015 Posted September 5, 2015 The hands were completely visible despite the armbinder (clipping). While I can confirm this bug exists, I suspect it's not the hands you're seeing - rather, it's the exhibitionist suit itself, which has gloves built-in... and, unlike your character's actual hands, the armbinder won't do anything to hide the armor model. Thus, clipping. Well, i don't know the technical expanation, but it's really striking, because the armbinder does cover the arms as it should, but from the wrists and on, the hands are "coming out" of the armbinder and are visible. The forearm is not visible (above the wrist). Anyway, started new game without CL and maybe it's placebo, but i swear the game runs much more fluidly.
tontoman Posted September 5, 2015 Posted September 5, 2015 Having a weird issue with Cursed Loot. Most functions of the mod work fine, but a few inexplicably don't. 1: Bondage Adventure (asking people for help) doesn't work at all, the dialogue options don't appear. I do have it enabled in MCM. 2: Solicitation semi works. The dialogue options are there, I can get paid, but no animations play. No dancing, no sex, and no Devices are equipped even if the "let me get my toys" dialogue happens. 3: Estrus integration doesn't work at all. All estrus animations and effects work fine through the original mod's shouts and spells, but cursed loot won't trigger estrus on loot or plants, even with all other possibilities disabled and cursed loot chance at 100% Other than these things, Cursed Loot is functioning excellently, and considering that basically everything else in this playthrough actually seems stable for once, I'm hesitant to risk destroying everything by troubleshooting. I'm linking my load order, so if there are any glaringly obvious issues that could be causing these problems, please point them out. i'm also having issues nr 2 and 3 (not sure about issue 1, haven't tested that), have you by any chance figured out what was wrong? the estrus one doesn't bother me that much, but i'd like to have a fix for the soliciting one :/ Can you post a log? Best if you start the game, try a solicitation, quit and post log. DCL and Sexlab both have good descriptions in the log so should be able to work it out. this is what the log said when i tried a (successful) solicitation: [09/05/2015 - 12:18:45PM] [Zad]: ZadNpc::OnUpdateGameTime() [09/05/2015 - 12:18:45PM] [Zad]: ZadNpc::DoRegister(1.500000) [09/05/2015 - 12:18:58PM] xpoCrimeScanner: (Scanning) OnUpdate [09/05/2015 - 12:19:04PM] ERROR: Incorrect number of arguments passed. Expected 2, got 3. stack: <empty stack> [09/05/2015 - 12:19:08PM] [DCUR] Periodical update starts [09/05/2015 - 12:19:13PM] [Zad]: Finished processing events. Re-Polling.. [09/05/2015 - 12:19:13PM] [Zad]: CheckAllEvents() [09/05/2015 - 12:19:15PM] [Zad]: Config Interval:1.500000. Total number of events: 0. Next staggered update in 1.500000 You mean you got the animations in solicitation? Might want to see if you got DCL debug turned on. I dug out an old post, this is what I get (I think it's 4.10) on a successful DCL solicitation. DCL is always tagged with DCUR. And for sexlab you want to see that 'animationstart'. So in your log you want to find DCUR Calling SL animation for the start of the event, and the Sexlab animationstart for the end. [06/28/2015 - 11:30:46PM] [DCUR] Calling SL Animation with number of actors: 2 [06/28/2015 - 11:30:46PM] [DCUR] Calling SL Animation with tag string: Oral [06/28/2015 - 11:30:46PM] [DCUR] Calling SL Animation with suppress string: Pillory,Fisting,FM,MF, [06/28/2015 - 11:30:46PM] [DCUR] Calling SL Animation with require all set to: TRUE [06/28/2015 - 11:30:46PM] SEXLAB - NOTICE: Found Animations(2): Arrok Lesbian, Zyn Lesbian, [06/28/2015 - 11:30:46PM] [DCUR] Calling SL Scene with animation array length: 2 [06/28/2015 - 11:30:48PM] [DCUR] Housekeeping [06/28/2015 - 11:30:48PM] [DCUR] Periodical update starts [06/28/2015 - 11:30:49PM] [Zad]: Set slot mask to [0]: 0 [06/28/2015 - 11:30:50PM] SEXLAB - Thread[0] Thread[0]: Entering Making State [06/28/2015 - 11:30:50PM] SEXLAB - NOTICE: ValidateActor(Sal) -- TRUE -- Cache MISS [06/28/2015 - 11:30:50PM] SEXLAB - [sslActorAlias <alias ActorAlias004 on quest SexLabThread00 (0B061EEF)>]: Slotted 'Sal' [06/28/2015 - 11:30:50PM] SEXLAB - NOTICE: ValidateActor(Valga Vinicia) -- TRUE -- Cache MISS [06/28/2015 - 11:30:50PM] SEXLAB - [sslActorAlias <alias ActorAlias003 on quest SexLabThread00 (0B061EEF)>]: Slotted 'Valga Vinicia' [06/28/2015 - 11:30:51PM] SEXLAB - Thread[0] Adjustment Profile: ZynLesbian.BretonRaceF.ImperialRaceF [06/28/2015 - 11:30:53PM] SEXLAB - Thread[0] AliasEventDone: prepare Timer: -27.946045 [06/28/2015 - 11:30:53PM] SEXLAB - Thread[0] Event Hook: AnimationStart soliciting dance seems not working for me Just in case, did you run FNIS to update animations after install?
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