OldGuy879 Posted September 3, 2015 Posted September 3, 2015 Version 21 is available This is a minor bug fix. You don't need to install this if you don't have the time. The bug was that the newly added variable to control how often we cleaned StorageUtil data was not being initialized. If you turned on maintenance cleaning, you would also get an inconsequential error in your papyrus log. Thanks to OldGuy879for finding this. Wow you work fast I am just glad to be Happy to help
Aramiteus Posted September 4, 2015 Posted September 4, 2015 Hi, This is my first post in this thread, therefore: A very useful resource and well written. I admit I did not read all the 61 pages. I hope this is no double post. I think the original intention was to consider sex as an addiction (Sex addicts mod?) But I consider it more as a need. After 10 days without my need is at 100 and not at 0. What can I do to the MCM settings for my whished behaviour? If not possible, my request: A MCM setting for the minimum timerate. If I understand it right, time rate and exposure is reduced by the decay rate. I see the Intention for exposure. People tend to forget things. But, if taking the arousal as a need for "love" the time rate below 1 causes all to have less need the less they do it. Any other ideas or suggestions then the minimum timerate to convert from addiction to a need? P.S.: Argh. Decay Rate: 0 might be the solution. But then everybody will be horny as hell after a few ingame days. Or is there any reinitialisation if the PC has not meet the NPC for some ingame days?
fishburger67 Posted September 4, 2015 Author Posted September 4, 2015 Hi, This is my first post in this thread, therefore: A very useful resource and well written. I admit I did not read all the 61 pages. I hope this is no double post. I think the original intention was to consider sex as an addiction (Sex addicts mod?) But I consider it more as a need. After 10 days without my need is at 100 and not at 0. What can I do to the MCM settings for my whished behaviour? If not possible, my request: A MCM setting for the minimum timerate. If I understand it right, time rate and exposure is reduced by the decay rate. I see the Intention for exposure. People tend to forget things. But, if taking the arousal as a need for "love" the time rate below 1 causes all to have less need the less they do it. Any other ideas or suggestions then the minimum timerate to convert from addiction to a need? All the math is based on real life. If you've ever been in a position where you don't have women around for a long time (weeks for example), you don't think much about sex. Hence the decay rate. I think that the original author really got this right. This mod has zero to do with Sex Addicts. Sex is not an addiction. It is a pleasurable activity. Sadly, there is no real good way to model "desire" which would naturally be the precursor to arousal. So, we do the best we can given what is available. Also, you don't "need" sex, you want it. You can live without sex for ever (although based on recent research, you might die earlier). Exposure is seeing something that turns you one, eg. a naked woman. Timerate increases as the time without having sex decreased and is used as a multiplier for arousal from exposure.depending on timerate half life. Hope that helps
jfraser Posted September 4, 2015 Posted September 4, 2015 Hi, This is my first post in this thread, therefore: A very useful resource and well written. I admit I did not read all the 61 pages. I hope this is no double post. I think the original intention was to consider sex as an addiction (Sex addicts mod?) But I consider it more as a need. After 10 days without my need is at 100 and not at 0. What can I do to the MCM settings for my whished behaviour? If not possible, my request: A MCM setting for the minimum timerate. If I understand it right, time rate and exposure is reduced by the decay rate. I see the Intention for exposure. People tend to forget things. But, if taking the arousal as a need for "love" the time rate below 1 causes all to have less need the less they do it. Any other ideas or suggestions then the minimum timerate to convert from addiction to a need? All the math is based on real life. If you've ever been in a position where you don't have women around for a long time (weeks for example), you don't think much about sex. Hence the decay rate. I think that the original author really got this right. This mod has zero to do with Sex Addicts. Sex is not an addiction. It is a pleasurable activity. Sadly, there is no real good way to model "desire" which would naturally be the precursor to arousal. So, we do the best we can given what is available. Also, you don't "need" sex, you want it. You can live without sex for ever (although based on recent research, you might die earlier). Exposure is seeing something that turns you one, eg. a naked woman. Timerate increases as the time without having sex decreased and is used as a multiplier for arousal from exposure.depending on timerate half life. Hope that helps Well, that doesn't happen to me - I think about my fiancee (and subsequently sex with her) constantly when she goes out of town. But that's just me. And she is very sexy. I do like the gradual lowering of the libido in this mod if nothing arousing happens. My only minor issue with the "reality" of it is that I think there should be a very lengthy time after being raped before the PC starts building arousal again.
Guest Posted September 4, 2015 Posted September 4, 2015 Hi, This is my first post in this thread, therefore: A very useful resource and well written. I admit I did not read all the 61 pages. I hope this is no double post. I think the original intention was to consider sex as an addiction (Sex addicts mod?) But I consider it more as a need. After 10 days without my need is at 100 and not at 0. What can I do to the MCM settings for my whished behaviour? If not possible, my request: A MCM setting for the minimum timerate. If I understand it right, time rate and exposure is reduced by the decay rate. I see the Intention for exposure. People tend to forget things. But, if taking the arousal as a need for "love" the time rate below 1 causes all to have less need the less they do it. Any other ideas or suggestions then the minimum timerate to convert from addiction to a need? P.S.: Argh. Decay Rate: 0 might be the solution. But then everybody will be horny as hell after a few ingame days. Or is there any reinitialisation if the PC has not meet the NPC for some ingame days? Set decay rate to 10 (not 0) and PC time rate to 100. Then it will greatly outpace the decay. NPCs will be fine as long as their time rate is low.
Aramiteus Posted September 4, 2015 Posted September 4, 2015 Decay rate of 0 works ok for me. I've added the NPCs a virtual sexlife by my mod, If they havn''t see the PC for more then 8 hours they get a chance for an update of "SLAroused.LastOrgasmDate" depending on the time difference. (Who knows, what they are doing as soon I am out of the door. ) The code. Maybe someone can make use of it: Function UpdateActorOrgasmDate(Actor akRef, Float timeDifferenceHours) If (akRef == None) return EndIf If (akRef.IsDead() == True) return endif float hoursSinceO = 0.0 if (Math.Floor(timeDifferenceHours) == 0) if (SexLab.GetGender(akRef) == genderMale) arousal.SetActorArousalBlocked(akRef,True) endif else int zufall = Utility.RandomInt(1, 168) ; 168h = a week if (zufall < timeDifferenceHours) hoursSinceO = zufall hoursSinceO = hoursSinceO / 24 else hoursSinceO = -1.0 endif endif if hoursSinceO >= 0.0 arousal.UpdateActorExposure(akRef, -50, "having orgasm TL") StorageUtil.SetFloatValue(akRef, "SLAroused.LastOrgasmDate", Utility.GetCurrentGameTime() - hoursSinceO) arousal.GetActorArousal(akRef) ; Setzt erst den faction rank Debug.Trace(Self + ": " + akRef.GetLeveledActorBase().GetName() + " had orgasm date updated: ") endif EndFunction
Laevanhunter Posted September 4, 2015 Posted September 4, 2015 I have a quick question, after installing Aroused and waiting for up to half an hour, with both the BSA and loose versions, it won't appear in the MCM menu, and no mod that depends on Aroused will work. Can anyone help me with this please, as Aroused is required for a lot of the mods I am interested in.
fishburger67 Posted September 4, 2015 Author Posted September 4, 2015 I have a quick question, after installing Aroused and waiting for up to half an hour, with both the BSA and loose versions, it won't appear in the MCM menu, and no mod that depends on Aroused will work. Can anyone help me with this please, as Aroused is required for a lot of the mods I am interested in. Likely some mod that is loading ahead of Aroused is preventing the MCM chain from registering, but it is hard to know. You might make and check a papyrus log to see if there are any issues in it. Also, something that sometimes works is to open the MCM of another mod, and close MCM. This sometimes causes untriggered mods to load. There is also a startquest command, but I can't remember what it is.
chajapa Posted September 4, 2015 Posted September 4, 2015 kick start a mod to register its MCM? How about: setstage SKI_ConfigManagerInstance 1 that?
fishburger67 Posted September 4, 2015 Author Posted September 4, 2015 kick start a mod to register its MCM? How about: setstage SKI_ConfigManagerInstance 1 that? That's it!!!!. Thanks, never happens to me, so I forgot.
OldGuy879 Posted September 4, 2015 Posted September 4, 2015 @fishburger67 "blush when aroused" works with the hotfix 2 for sexlab 1.6
TnTTnT Posted September 5, 2015 Posted September 5, 2015 Report, still get SLAR cleaning event every time I load a save after install 21 and start a new game.
Laevanhunter Posted September 5, 2015 Posted September 5, 2015 No clue what was causing the issue, but it fixed itself. I'll shrug and just say MCM was freaking out, thanks for the help though guys.
jfraser Posted September 5, 2015 Posted September 5, 2015 that happens sometimes, especially if you have a lot of mods.
fishburger67 Posted September 6, 2015 Author Posted September 6, 2015 Report, still get SLAR cleaning event every time I load a save after install 21 and start a new game. Thanks for the update. I'll dig some more.
kernins Posted September 6, 2015 Posted September 6, 2015 Hi, fishburger67. What is the purpose of your SU cleanup script slaMainScr::CleanActorStorage()? I mean it would work ONLY for actors residing in currently loaded cells (and for persistent refs, I suppose), for others debug_GetFloatObject() will return NONE (probably due to SU being unable to unserialize stored refs into valid instances if that refs aren't loaded atm) and all the following code will effectively attempt to work with values stored globally (on NONE), which is already a latent bug on itself. So why don't you just store the data persistently on "important" actors only in the first place? Instead of storing it for all actors just to have some of them cleaned out several seconds later and then possibly recalculated and stored again. That's pointless infinite loop. Or am I missing something? Also, you don't need that nested loop. Currently your algo with 2 loops has worst-case overhead O(n*avg(m)), where n is num of actors and avg(m) is average num of keys stored on each actor. As soon as you got ObjKey you may just plain HasFloatValue() on it, which give you linear overhead O(n). Generally, you should always avoid doing fullscan unless you interested in each item in list, or at least a large slice of them.
Aramiteus Posted September 6, 2015 Posted September 6, 2015 Hi Bug or Feature? At decay rate 0. If calling UpdateActorExposure the passed value is not added to the exposure. I think the reason is the if condition in line 316: ( if slaConfig.TimeRateHalfLife > 0.1) Maybe intended as Exposure will not lower without decay. On the other Hand exposure increase is stated in the log.
fishburger67 Posted September 7, 2015 Author Posted September 7, 2015 Hi, fishburger67. What is the purpose of your SU cleanup script slaMainScr::CleanActorStorage()? I mean it would work ONLY for actors residing in currently loaded cells (and for persistent refs, I suppose), for others debug_GetFloatObject() will return NONE (probably due to SU being unable to unserialize stored refs into valid instances if that refs aren't loaded atm) and all the following code will effectively attempt to work with values stored globally (on NONE), which is already a latent bug on itself. So why don't you just store the data persistently on "important" actors only in the first place? Instead of storing it for all actors just to have some of them cleaned out several seconds later and then possibly recalculated and stored again. That's pointless infinite loop. Or am I missing something? Also, you don't need that nested loop. Currently your algo with 2 loops has worst-case overhead O(n*avg(m)), where n is num of actors and avg(m) is average num of keys stored on each actor. As soon as you got ObjKey you may just plain HasFloatValue() on it, which give you linear overhead O(n). Generally, you should always avoid doing fullscan unless you interested in each item in list, or at least a large slice of them. No, it cleans out dead actors. I keep stats on actors forever in StorageUtil. Ashal pointed out that a great part of the data that where from Aroused, so I added this bit to remove the stats on actors that are dead and no longer in the game. All the code in Redux comes from Rednecks old code. One of these days when I have less to do, I'll attempt to clean it all up.
Guest Posted September 7, 2015 Posted September 7, 2015 Using version 21 of SLA and the latest SL release, my toon's time rate is being constantly defaulted to 10. I change it to 0 or 1 through the "Puppet Master" window in MCM but it returns to 10 immediately after.
Aramiteus Posted September 7, 2015 Posted September 7, 2015 Hi, fishburger67. What is the purpose of your SU cleanup script slaMainScr::CleanActorStorage()? I mean it would work ONLY for actors residing in currently loaded cells (and for persistent refs, I suppose), for others debug_GetFloatObject() will return NONE (probably due to SU being unable to unserialize stored refs into valid instances if that refs aren't loaded atm) and all the following code will effectively attempt to work with values stored globally (on NONE), which is already a latent bug on itself. So why don't you just store the data persistently on "important" actors only in the first place? Instead of storing it for all actors just to have some of them cleaned out several seconds later and then possibly recalculated and stored again. That's pointless infinite loop. Or am I missing something? Also, you don't need that nested loop. Currently your algo with 2 loops has worst-case overhead O(n*avg(m)), where n is num of actors and avg(m) is average num of keys stored on each actor. As soon as you got ObjKey you m ay just plain HasFloatValue() on it, which give you linear overhead O(n). Generally, you should always avoid doing fullscan unless you interested in each item in list, or at least a large slice of them. No, it cleans out dead actors. I keep stats on actors forever in StorageUtil. Ashal pointed out that a great part of the data that where from Aroused, so I added this bit to remove the stats on actors that are dead and no longer in the game. All the code in Redux comes from Rednecks old code. One of these days when I have less to do, I'll attempt to clean it all up. I am also using storageUtil heavily. Out of the doc: If value is set on a form and the object is deleted then value will be removed when saving game. So I can not rely on it? (I allready realised that in 1 out of 10 cases a read is failing. So it is allways a good idea to check success before using the read value) Edit: Dead characters are not deleted. They are moved to a cell by WIDeadBodyCleanupScript. So totaly makes sense to mop them up.
Mart0206 Posted September 7, 2015 Posted September 7, 2015 Dear fishburger67, since i am still looking for a solution of my "infinitive loading screen" issue in combination with the mod "Slaverun", could it be that this one here blast of the loading process, since there are a lot of naked npc´s around the city, even in the inn i noticed about 5 (depends an daily schedule of some npcs) Sorry for having no more details, i am not at my pc atm. How it worksThe original version uses a cloak spell to set arousal levels as the player passes through the world. It attaches a script to each and every NPC it encounters. I have seen up to 18 of these scripts in a save game and expect that many more may be running at any time in the game.Redux changes that by having Dialog/ReferenceAlias based scan that gets all NPCs withing 1024 units (about 50 feet). It also gets all naked NPCs in the same radius and applies the original arousal logic to them. This scan happens currently once each 120 seconds (2 minutes). The scan is fast, typically less than 2 seconds and all but .5 seconds of that is spent outside the papyrus engine, so it should dramatically reduce the papyrus impact.All of the original pcs files remain essentially unchanged. There is a single return statement added to the top of lacloakeffscr, and much of the content in this file was copied to slamainscr for use directly by it. slamainscr and slaconfig were heavily modified. Slaconfig to restart all the quests when this one first loads, and slamainscr to do the periodic scans. All original functions remain, so if you use them in your mod, they will still be there.If you open the mod in CK, you will find two additional dialogs. slaNakedNPC and slaAllNpc. These two dialogs, when started collect all NPCs meeting the ReferenceAlias parameters.It uses exactly the same routines as the original.
Antonio121989 Posted September 7, 2015 Posted September 7, 2015 Please take a look in this idea. (http://www.loverslab.com/topic/52110-req-dripping-when-arousal/)
WaxenFigure Posted September 8, 2015 Posted September 8, 2015 Dear fishburger67, since i am still looking for a solution of my "infinitive loading screen" issue in combination with the mod "Slaverun", could it be that this one here blast of the loading process, since there are a lot of naked npc´s around the city, even in the inn i noticed about 5 (depends an daily schedule of some npcs) Sorry for having no more details, i am not at my pc atm. How it works The original version uses a cloak spell to set arousal levels as the player passes through the world. It attaches a script to each and every NPC it encounters. I have seen up to 18 of these scripts in a save game and expect that many more may be running at any time in the game. Redux changes that by having Dialog/ReferenceAlias based scan that gets all NPCs withing 1024 units (about 50 feet). It also gets all naked NPCs in the same radius and applies the original arousal logic to them. This scan happens currently once each 120 seconds (2 minutes). The scan is fast, typically less than 2 seconds and all but .5 seconds of that is spent outside the papyrus engine, so it should dramatically reduce the papyrus impact. All of the original pcs files remain essentially unchanged. There is a single return statement added to the top of lacloakeffscr, and much of the content in this file was copied to slamainscr for use directly by it. slamainscr and slaconfig were heavily modified. Slaconfig to restart all the quests when this one first loads, and slamainscr to do the periodic scans. All original functions remain, so if you use them in your mod, they will still be there. If you open the mod in CK, you will find two additional dialogs. slaNakedNPC and slaAllNpc. These two dialogs, when started collect all NPCs meeting the ReferenceAlias parameters. It uses exactly the same routines as the original. Infinite loading screens are normally caused by failing to enable the SKSE memory patch or not adjusting the memory values to meet your mod load. There's a tool you can use to find out if you need to adjust the memory settings but first make sure you have it enambled and it is actually working (check your SKSE log file).
fishburger67 Posted September 8, 2015 Author Posted September 8, 2015 Dear fishburger67, since i am still looking for a solution of my "infinitive loading screen" issue in combination with the mod "Slaverun", could it be that this one here blast of the loading process, since there are a lot of naked npc´s around the city, even in the inn i noticed about 5 (depends an daily schedule of some npcs) Sorry for having no more details, i am not at my pc atm. How it works The original version uses a cloak spell to set arousal levels as the player passes through the world. It attaches a script to each and every NPC it encounters. I have seen up to 18 of these scripts in a save game and expect that many more may be running at any time in the game. Redux changes that by having Dialog/ReferenceAlias based scan that gets all NPCs withing 1024 units (about 50 feet). It also gets all naked NPCs in the same radius and applies the original arousal logic to them. This scan happens currently once each 120 seconds (2 minutes). The scan is fast, typically less than 2 seconds and all but .5 seconds of that is spent outside the papyrus engine, so it should dramatically reduce the papyrus impact. All of the original pcs files remain essentially unchanged. There is a single return statement added to the top of lacloakeffscr, and much of the content in this file was copied to slamainscr for use directly by it. slamainscr and slaconfig were heavily modified. Slaconfig to restart all the quests when this one first loads, and slamainscr to do the periodic scans. All original functions remain, so if you use them in your mod, they will still be there. If you open the mod in CK, you will find two additional dialogs. slaNakedNPC and slaAllNpc. These two dialogs, when started collect all NPCs meeting the ReferenceAlias parameters. It uses exactly the same routines as the original. Your infinite loading screen will not likely be because of redux. I postpone all activities until 5 seconds after the 3d of the player is loaded in an attempt to avoid doing any papyrus until things are settled.
Dave0000 Posted September 8, 2015 Posted September 8, 2015 Dear fishburger67, since i am still looking for a solution of my "infinitive loading screen" issue in combination with the mod "Slaverun", could it be that this one here blast of the loading process, since there are a lot of naked npc´s around the city, even in the inn i noticed about 5 (depends an daily schedule of some npcs) Sorry for having no more details, i am not at my pc atm. How it works The original version uses a cloak spell to set arousal levels as the player passes through the world. It attaches a script to each and every NPC it encounters. I have seen up to 18 of these scripts in a save game and expect that many more may be running at any time in the game. Redux changes that by having Dialog/ReferenceAlias based scan that gets all NPCs withing 1024 units (about 50 feet). It also gets all naked NPCs in the same radius and applies the original arousal logic to them. This scan happens currently once each 120 seconds (2 minutes). The scan is fast, typically less than 2 seconds and all but .5 seconds of that is spent outside the papyrus engine, so it should dramatically reduce the papyrus impact. All of the original pcs files remain essentially unchanged. There is a single return statement added to the top of lacloakeffscr, and much of the content in this file was copied to slamainscr for use directly by it. slamainscr and slaconfig were heavily modified. Slaconfig to restart all the quests when this one first loads, and slamainscr to do the periodic scans. All original functions remain, so if you use them in your mod, they will still be there. If you open the mod in CK, you will find two additional dialogs. slaNakedNPC and slaAllNpc. These two dialogs, when started collect all NPCs meeting the ReferenceAlias parameters. It uses exactly the same routines as the original. Your infinite loading screen will not likely be because of redux. I postpone all activities until 5 seconds after the 3d of the player is loaded in an attempt to avoid doing any papyrus until things are settled. i have aroused redux and its very gentle to the system and wonderful work! No problems with that ... I would not use slaverun cause its probably only something for lite moded games.
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