BeamerMiasma Posted February 14, 2015 Author Posted February 14, 2015 I uploaded v1.3.1 to the download page. This is a bug fix and performance improvement update, there are no new features. If you are already on v1.3 you can just install v1.3.1 overwriting the old files and be on your way, no need to reset or do anything. If you're on 1.2 or earlier or you don't know which version you are on, follow the simple upgrade procedure described in the post. Changelog: v1.3.1: Fixed NPCs with blocked arousal showing on widget. Fixed Creature/Humanoid selection not working when force calculation of arousal was set to Never. Optimized scanner reference alias conditions. Optimized some papyrus decision branches. Added version line to MCM menu v1.3: Added option to only show NPCs with a certain minimum arousal value Added option to show females, males, or both Added option to show humanoids, creatures, or both Added filter options for force calculation of arousal value Added scanner range slider Fixed issue with chickens and invisible NPCs showing on the scanner
NeatLL Posted February 16, 2015 Posted February 16, 2015 The fixes in 1.3.1 seem to work as far as I can tell. While the ability to only force arousal calculations for unique NPCs is a nice recent addition, I am wondering if the filter could be added to arousal detection without adding too much script load. I honestly don't know how much script load it would ask, so I really am asking.
Gwwalker Posted February 19, 2015 Posted February 19, 2015 Not sure if this was asked/answered already, but what mods were you referring to when you said your companions do stuff when aroused? I can't find anything like that
TnTTnT Posted February 19, 2015 Posted February 19, 2015 Not sure if this was asked/answered already, but what mods were you referring to when you said your companions do stuff when aroused? I can't find anything like that Lover Comfort did.
BeamerMiasma Posted February 19, 2015 Author Posted February 19, 2015 Not sure if this was asked/answered already, but what mods were you referring to when you said your companions do stuff when aroused? I can't find anything like that Lover Comfort did. SexLab Sex Slaves, Horny Followers, SexLab Aroused Creatures (for creature followers) are a few others I can think of OTTOMH.
chajapa Posted February 19, 2015 Posted February 19, 2015 wait..... NO CHICKENS??? sheeesh...... I might need a horny chicken at some point. As long as I have tape to wrap them with... so they don't explode....
BeamerMiasma Posted February 19, 2015 Author Posted February 19, 2015 The fixes in 1.3.1 seem to work as far as I can tell. While the ability to only force arousal calculations for unique NPCs is a nice recent addition, I am wondering if the filter could be added to arousal detection without adding too much script load. I honestly don't know how much script load it would ask, so I really am asking. I'm not sure I understand the purpose, I can't really think of a SexLab Aroused related mod that doesn't work with non-unique NPCs. What use case are you thinking of?
BeamerMiasma Posted February 19, 2015 Author Posted February 19, 2015 wait..... NO CHICKENS??? sheeesh...... I might need a horny chicken at some point. As long as I have tape to wrap them with... so they don't explode.... It's out of my hands, neither SexLab nor SexLab Aroused support chickens. You'll have to make do with bunnies.
NeatLL Posted February 21, 2015 Posted February 21, 2015 The fixes in 1.3.1 seem to work as far as I can tell. While the ability to only force arousal calculations for unique NPCs is a nice recent addition, I am wondering if the filter could be added to arousal detection without adding too much script load. I honestly don't know how much script load it would ask, so I really am asking. I'm not sure I understand the purpose, I can't really think of a SexLab Aroused related mod that doesn't work with non-unique NPCs. What use case are you thinking of? I noticed that there is an option to only force calculate for unique NPCs, and I was wondering if that filter could be used to only display unique NPCs.
BeamerMiasma Posted February 21, 2015 Author Posted February 21, 2015 I noticed that there is an option to only force calculate for unique NPCs, and I was wondering if that filter could be used to only display unique NPCs. The answer to the question "Is it possible to make that?" is always yes, it just takes more or less time, skill and effort. My consideration is whether it's worth the effort and added complexity and fits within the purpose of the mod. So I'm asking why, in what situation would you use that? If you can give me a good reason to add it I will consider it, I just can't think of any. An NPC doesn't care it's unique, it's still going to rape you when aroused, or be a viable target for sexual services, depending on what arousal related mods you have installed.
NeatLL Posted February 23, 2015 Posted February 23, 2015 I noticed that there is an option to only force calculate for unique NPCs, and I was wondering if that filter could be used to only display unique NPCs. The answer to the question "Is it possible to make that?" is always yes, it just takes more or less time, skill and effort. My consideration is whether it's worth the effort and added complexity and fits within the purpose of the mod. So I'm asking why, in what situation would you use that? If you can give me a good reason to add it I will consider it, I just can't think of any. An NPC doesn't care it's unique, it's still going to rape you when aroused, or be a viable target for sexual services, depending on what arousal related mods you have installed. Idle curiosity, really. I saw the option for forced calculations for unique NPCs, so I was wondering if it would be difficult to program or too computationally impractical to have that filter for the display. One issue that I seem to have with Aroused is that it the NPC arousal values don't seem to get updated like they should. For example, the value displayed for an NPC's arousal value is lower than it is after I manually update it using the respective command key from Aroused. It does seem to be an issue with Aroused itself, since an event (such as defined in Aroused Animations) will then be triggered for the new arousal value. Is there a way for the widget to make sure the arousal values are up-to-date in a similar way that it forces calculations for NPCs that don't have arousal values yet? I don't know how or if this could be done efficiently, but it would be helpful if it could be done.
BeamerMiasma Posted February 24, 2015 Author Posted February 24, 2015 I noticed that there is an option to only force calculate for unique NPCs, and I was wondering if that filter could be used to only display unique NPCs. The answer to the question "Is it possible to make that?" is always yes, it just takes more or less time, skill and effort. My consideration is whether it's worth the effort and added complexity and fits within the purpose of the mod. So I'm asking why, in what situation would you use that? If you can give me a good reason to add it I will consider it, I just can't think of any. An NPC doesn't care it's unique, it's still going to rape you when aroused, or be a viable target for sexual services, depending on what arousal related mods you have installed. Idle curiosity, really. I saw the option for forced calculations for unique NPCs, so I was wondering if it would be difficult to program or too computationally impractical to have that filter for the display. One issue that I seem to have with Aroused is that it the NPC arousal values don't seem to get updated like they should. For example, the value displayed for an NPC's arousal value is lower than it is after I manually update it using the respective command key from Aroused. It does seem to be an issue with Aroused itself, since an event (such as defined in Aroused Animations) will then be triggered for the new arousal value. Is there a way for the widget to make sure the arousal values are up-to-date in a similar way that it forces calculations for NPCs that don't have arousal values yet? I don't know how or if this could be done efficiently, but it would be helpful if it could be done. I can't really change that unless I want to replace SLA. I think it has to do with the way SLA and SexLab initialize values for new NPCs. Some of them (like the actor Exposure) are picked at random from a range, 0-50 in this case. Others are set to a fixed value, like last orgasm time which is set to the current time. All in all the combination of these values may end up being quite different from what a NPC that has been tracked for a while would have. A bit like putting chess pieces on a board at random makes you end up with a situation that would not develop through normal play. Because most SLA values change in an asymptotic manner these extremes smoothen over time, but initially they can cause sudden changes. You could probably prevent it by immediately having sex with every new NPC you encounter. It's a burden, I know Edit: it's probably important to realize that this statement is incorrect: One issue that I seem to have with Aroused is that it the NPC arousal values don't seem to get updated like they should. The values are updated like they should, just maybe not as often and quickly as you'd like. They are updated once every 2 minutes by default, but you can change this in the SLA settings if it's not fast enough for you.
BeamerMiasma Posted February 26, 2015 Author Posted February 26, 2015 One issue that I seem to have with Aroused is that it the NPC arousal values don't seem to get updated like they should. For example, the value displayed for an NPC's arousal value is lower than it is after I manually update it using the respective command key from Aroused. It does seem to be an issue with Aroused itself, since an event (such as defined in Aroused Animations) will then be triggered for the new arousal value. Is there a way for the widget to make sure the arousal values are up-to-date in a similar way that it forces calculations for NPCs that don't have arousal values yet? I don't know how or if this could be done efficiently, but it would be helpful if it could be done. After a lot of digging I found the problem. Fixed it and reported it in the SLA Redux thread. Since it's deep in the SLA code I cannot work around it in SLAM without greatly increasing papyrus load, so let's wait to see what fishburger thinks of it first. Hopefully there'll be an update soon for SLA Redux.
BeamerMiasma Posted March 6, 2015 Author Posted March 6, 2015 A patch has been made available on the SLA Redux download page for this issue. Note that without this patch, virtually all SLA enabled mods will not work entirely correct under some circumstances, as they see the same (faulty) arousal value that SLAM Widget is displaying. They will still work mind you, it's just that they may not be acting on the correct arousal value. For example, if you have a mod that makes people or creatures rape you or nearby NPCs when their arousal gets above 80, then this may never happen because even though the NPCs arousal is well over 80, SLA may still reporting their arousal as a much lower value. Note that if you typically walk around with (at least one) naked NPCs in tow, you will probably never notice this issue, as all works well as long as there are nekkid people around. The issue only surfaces when all people around you are typically clothed, which is why many people may never even notice this issue exists at all.
GnatB Posted March 14, 2015 Posted March 14, 2015 Just reading through this thread, as I was going to report a possible issue, (either with this or with SLAred) but I've got an easy use case for filtering out non-unique NPC's from the display. It gives you early warning when there are bandits/bears/etc. nearby. Most enemies are non-unique. Anyways, as for the possible issue, the widget doesn't seem to accurately report the players arousal. Now, I doubt it's the naked person issue from SLAred, as I've got 3 sex slaves and a frequently nude Alicia in my group, but I've had cases where my actual arousal was over 50, while the displayed arousal was near 0.
BeamerMiasma Posted March 15, 2015 Author Posted March 15, 2015 Just reading through this thread, as I was going to report a possible issue, (either with this or with SLAred) but I've got an easy use case for filtering out non-unique NPC's from the display. It gives you early warning when there are bandits/bears/etc. nearby. Most enemies are non-unique. Anyways, as for the possible issue, the widget doesn't seem to accurately report the players arousal. Now, I doubt it's the naked person issue from SLAred, as I've got 3 sex slaves and a frequently nude Alicia in my group, but I've had cases where my actual arousal was over 50, while the displayed arousal was near 0. Regarding early warning of non-uniques, please update to the latest version and set forced arousal calculations to "Unique NPCs", that will pretty much solve the issue unless you stand near any bandits for a long time (in which case you'll likely know they're there anyway). Also, as mentioned before, you can use the hotkey to hide the widget in situations where you don't need it (or use the auto-hide feature), not only does this prevent early warnings, it will also save some papyrus time. Running around with nude followers means they'll typically be behind you. The issue of the faction not updating occurs whenever you do not see a nude person (during a SLA scan), so even if you have several nude followers it can still easily happen because they are usually not in line of sight (I've experienced this plenty of times myself, the patch verifyably solves the issue). Also, note that "actual arousal" is a bit of a misnomer. The "actual arousal" - according to 9 out of 10 mods - is what is stored in the sla_Arousal faction because that is the value they respond too. If this value is not what it should be according to the math, then the problem is in SLA as it is SLA's task to update these values. Even if this value is wrong, it is what the other mods act on, so that is the value that makes most sense to display on the widget.
GnatB Posted March 16, 2015 Posted March 16, 2015 Just reading through this thread, as I was going to report a possible issue, (either with this or with SLAred) but I've got an easy use case for filtering out non-unique NPC's from the display. It gives you early warning when there are bandits/bears/etc. nearby. Most enemies are non-unique. Anyways, as for the possible issue, the widget doesn't seem to accurately report the players arousal. Now, I doubt it's the naked person issue from SLAred, as I've got 3 sex slaves and a frequently nude Alicia in my group, but I've had cases where my actual arousal was over 50, while the displayed arousal was near 0. Regarding early warning of non-uniques, please update to the latest version and set forced arousal calculations to "Unique NPCs", that will pretty much solve the issue unless you stand near any bandits for a long time (in which case you'll likely know they're there anyway). Also, as mentioned before, you can use the hotkey to hide the widget in situations where you don't need it (or use the auto-hide feature), not only does this prevent early warnings, it will also save some papyrus time. Running around with nude followers means they'll typically be behind you. The issue of the faction not updating occurs whenever you do not see a nude person (during a SLA scan), so even if you have several nude followers it can still easily happen because they are usually not in line of sight (I've experienced this plenty of times myself, the patch verifyably solves the issue). Also, note that "actual arousal" is a bit of a misnomer. The "actual arousal" - according to 9 out of 10 mods - is what is stored in the sla_Arousal faction because that is the value they respond too. If this value is not what it should be according to the math, then the problem is in SLA as it is SLA's task to update these values. Even if this value is wrong, it is what the other mods act on, so that is the value that makes most sense to display on the widget. 1. IIRC That would prevent the non-uniques from being caught by the improved lover's comfort unless I set the threshold pretty much at 0, which I don't want to do. To be honest, I think what I'd really like is for the display to only show the PC and followers. Which come to think of it, maybe there actually is an option for that? 2. Maybe, though every time I stop they seem to love moving around in front of me, and my PC is a hang back archer, so in fights they're almost always in front of me.. Could also just be one of the wonky things about LOS. While I know it uses a view cone, even then it doesn't seem to behave as one would expect all the time. And the value seems too different to be just from time rate and not exposure, though I haven't really tested it by going into status and determining. I guess I can try the patch and see if that fixes things.
BeamerMiasma Posted March 18, 2015 Author Posted March 18, 2015 1. IIRC That would prevent the non-uniques from being caught by the improved lover's comfort unless I set the threshold pretty much at 0, which I don't want to do. To be honest, I think what I'd really like is for the display to only show the PC and followers. Which come to think of it, maybe there actually is an option for that? 2. Maybe, though every time I stop they seem to love moving around in front of me, and my PC is a hang back archer, so in fights they're almost always in front of me.. Could also just be one of the wonky things about LOS. While I know it uses a view cone, even then it doesn't seem to behave as one would expect all the time. And the value seems too different to be just from time rate and not exposure, though I haven't really tested it by going into status and determining. I guess I can try the patch and see if that fixes things. 1. This I do not understand. SLAM Widget can not prevent anything in another mod from working because it does not make any changes to arousal, it only displays the values. If the mod you are talking about works with SLA, then it should work at least as well with SLA and SLAM Widget (possibly better, depending SLAM settings and circumstances, but never worse). 2. If you have not installed the patch, then there is no guarantee whatsoever that the values in the sla_Arousal faction will be correct at all times. Running around with naked people does not guarantee they will be correct, it only tends to hide the problem because typically the faction rank will be updated at least once every few scans. However there are still plenty of ways this can go wrong. If you care about correct arousal values at all, you should install the patch, simple as that.
sen4mi Posted March 20, 2015 Posted March 20, 2015 I am seeing a lot of skyui errors in my papyrus log from SLAMMasterQuest - the slam_mcm script. It's like it thinks it's scanning an array of over 100 elements except the actual array holds 0 elements. For example: Error: Array index 127 is out of range (0-0) stack: [SLAMMasterQuest (3E0012C5)].slam_mcm.ClearOptionBuffers() - "ski_configbase.psc" Line 885 [SLAMMasterQuest (3E0012C5)].slam_mcm.CloseConfig() - "ski_configbase.psc" Line 769 [SKI_ConfigManagerInstance (3D000802)].SKI_ConfigManager.OnModSelect() - "ski_configmanager.psc" Line 134 But I cannot figure out why these errors are happening. Does anyone else see this?
NeatLL Posted March 20, 2015 Posted March 20, 2015 I use the SLApatch, but after a while, the widget fails to update. I'm not sure why, but I am trying to see what I can do.
NeatLL Posted March 21, 2015 Posted March 21, 2015 I tried multiple things, and what seems to work is a clean reinstall of both Sexlab Aroused redux (with patch) and this widget. More specifically, I shut down the widget in the MCM, made a new save file, quit, uninstalled SexLab Aroused Redux and everything that depends on it, reloaded my latest save file, resaved it, quit, cleaned it with a save game cleaner (http://www.nexusmods.com/skyrim/mods/52363), reloaded and resaved the save game again (not sure that part is necessary, but I was being thorough), then reinstalled SexLab Aroused Redux and all the mods I was using that depend on it. After all that, and reconfiguring the mods in the MCM, it all seems to work again, and even seems to show the same arousal values that it was supposed to see. I'm not sure where and in what mod the problem is exactly, but milder fixes didn't seem to work.
BeamerMiasma Posted March 21, 2015 Author Posted March 21, 2015 I am seeing a lot of skyui errors in my papyrus log from SLAMMasterQuest - the slam_mcm script. It's like it thinks it's scanning an array of over 100 elements except the actual array holds 0 elements. For example: Error: Array index 127 is out of range (0-0) stack: [SLAMMasterQuest (3E0012C5)].slam_mcm.ClearOptionBuffers() - "ski_configbase.psc" Line 885 [SLAMMasterQuest (3E0012C5)].slam_mcm.CloseConfig() - "ski_configbase.psc" Line 769 [SKI_ConfigManagerInstance (3D000802)].SKI_ConfigManager.OnModSelect() - "ski_configmanager.psc" Line 134 But I cannot figure out why these errors are happening. Does anyone else see this? The report is a call stack. The actual error is coming from the script on the bottom line (ski_configmanager.psc) which is part of SkyUI/MCM. The ConfigManagerInstance is the script that handles the registration of all MCM menus. I would suggest trying the following: 1. Go into the SLAM Widget menu and choose the "Reset widget to default" option to make sure you don't have any leftovers of the previous versions in your savegame. 2. go into the console and type: setstage ski_configmanagerinstance 1 Then wait a minute or so until you see the message "XX New MCM menus" (don't know the exact wording but it's very similar to that). This will re-register all the MCM menus. Then save and re-load your game and see if you still get the error. If that doesn't solve the issue you can try re-installing SkyUI, or asking for advice in the SkyUI thread. The only 'valid' reason (other than something like a messed up installation) I can think of that you would get this message is if you have more than 127 MCM menus, or perhaps more than 127 UI widgets, but that seems an awful lot for both cases.
BeamerMiasma Posted March 21, 2015 Author Posted March 21, 2015 I tried multiple things, and what seems to work is a clean reinstall of both Sexlab Aroused redux (with patch) and this widget. More specifically, I shut down the widget in the MCM, made a new save file, quit, uninstalled SexLab Aroused Redux and everything that depends on it, reloaded my latest save file, resaved it, quit, cleaned it with a save game cleaner (http://www.nexusmods.com/skyrim/mods/52363), reloaded and resaved the save game again (not sure that part is necessary, but I was being thorough), then reinstalled SexLab Aroused Redux and all the mods I was using that depend on it. After all that, and reconfiguring the mods in the MCM, it all seems to work again, and even seems to show the same arousal values that it was supposed to see. I'm not sure where and in what mod the problem is exactly, but milder fixes didn't seem to work. Hard to say what caused it. You can easily check if the problem is in SLA or SLAM widget by comparing the widget values to the values you get when using the N key. If the values you see when using the N key do not change either, then SLA has somehow crashed or stopped updating arousals. If the value reported by N changes, but the values on the widget are frozen, then the problem is in the widget. If it turns out the problem is in SLAM widget, the first thing you should always try is to use the "Reset widget to default" option in the MCM menu. The fact that it shows the correct arousal values after all this may be because you did not remove the patch when you uninstalled everything (maybe you just dropped it in your scripts folder rather than using a mod manager?) Problems like this can often be caused by having stray loose older scripts in your scripts folder that are overriding the newer scripts in BSA files. If you ever unpack a BSA file, make sure you clean up the scripts immidiately after you are done checking them (or better yet, unpack them to a folder outside your Skyrim\Data folder). And if you ever choose to install a "loose scripts" version of any mod rather than the BSA version, then it is best to do a complete un-install followed by a re-install (without loading your game in-between) whenever you need to upgrade that mod to a new version, rather than just installing the new version over the old one.
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