iggypop1 Posted March 21, 2015 Posted March 21, 2015 Hi thank you for the mod I have a problem yaaahhhh After reinstalling sos my game is borked. I have no creature animations Im using Arousal redux and Lovers Comfort +Sleep Tight a nice combo. But there use to text running on my screen when scanning and it have stopped. I still got the NPC/characters names in shifting collours so it must work in some way. (It doesnt match the N-key number exact though) But there is something wrong SKSE /JContainer /Skyui/ I really hit the Fan with that SOS reinstall it worked perfect before. and i dont know shit about what to do to revert to "normal" Im writing about this all over the Lab in hope that the obvious solution will pop up if you please could take a look on my logPapyrus.0.log Thanks in advance Edit: Oh Oh im sorry the text flow is gone from the new version right?.......
NeatLL Posted March 21, 2015 Posted March 21, 2015 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. I used NMM to install and uninstall the mods, and I didn't see anything that indicated leftover scripts. Basically, what happened is that even though the patch is installed, it eventually (after a while) acts as if the patch wasn't installed, which means the values don't update like they should (although manual updating using the SLA Redux display command does update it).
BeamerMiasma Posted March 21, 2015 Author Posted March 21, 2015 I used NMM to install and uninstall the mods, and I didn't see anything that indicated leftover scripts. Basically, what happened is that even though the patch is installed, it eventually (after a while) acts as if the patch wasn't installed, which means the values don't update like they should (although manual updating using the SLA Redux display command does update it). Hmm well there's not much I can offer without having a whole lot more information, but stuff typically doesn't stop working by itself unless there is some error, so check your logs. You might also check in NMM if you installed anything new, or if it auto-updated any mods. Also if you ever installed the "loose" version of SLA in the past and upgraded to the packed version without uninstalling the loose version, you would still have leftover scripts of the older SLA version. Hi thank you for the mod I have a problem yaaahhhh After reinstalling sos my game is borked. I have no creature animations Im using Arousal redux and Lovers Comfort +Sleep Tight a nice combo. But there use to text running on my screen when scanning and it have stopped. I still got the NPC/characters names in shifting collours so it must work in some way. (It doesnt match the N-key number exact though) But there is something wrong SKSE /JContainer /Skyui/ I really hit the Fan with that SOS reinstall it worked perfect before. and i dont know shit about what to do to revert to "normal" Im writing about this all over the Lab in hope that the obvious solution will pop up if you please could take a look on my logPapyrus.0.log Thanks in advance Edit: Oh Oh im sorry the text flow is gone from the new version right?....... I think you have my mod mixed up with another one. SLA Monitor Widget only has the NPC names in colours, it doesn't have (and never had) any running text. There are no errors or other messages of any kind relating to SLA Monitor Widget in your papyrus log.
iggypop1 Posted March 22, 2015 Posted March 22, 2015 I used NMM to install and uninstall the mods, and I didn't see anything that indicated leftover scripts. Basically, what happened is that even though the patch is installed, it eventually (after a while) acts as if the patch wasn't installed, which means the values don't update like they should (although manual updating using the SLA Redux display command does update it). Hmm well there's not much I can offer without having a whole lot more information, but stuff typically doesn't stop working by itself unless there is some error, so check your logs. You might also check in NMM if you installed anything new, or if it auto-updated any mods. Also if you ever installed the "loose" version of SLA in the past and upgraded to the packed version without uninstalling the loose version, you would still have leftover scripts of the older SLA version. Hi thank you for the mod I have a problem yaaahhhh After reinstalling sos my game is borked. I have no creature animations Im using Arousal redux and Lovers Comfort +Sleep Tight a nice combo. But there use to text running on my screen when scanning and it have stopped. I still got the NPC/characters names in shifting collours so it must work in some way. (It doesnt match the N-key number exact though) But there is something wrong SKSE /JContainer /Skyui/ I really hit the Fan with that SOS reinstall it worked perfect before. and i dont know shit about what to do to revert to "normal" Im writing about this all over the Lab in hope that the obvious solution will pop up if you please could take a look on my logPapyrus.0.log Thanks in advance Edit: Oh Oh im sorry the text flow is gone from the new version right?....... I think you have my mod mixed up with another one. SLA Monitor Widget only has the NPC names in colours, it doesn't have (and never had) any running text. There are no errors or other messages of any kind relating to SLA Monitor Widget in your papyrus log. Thanks for reply. Strange thing, is it maybe from an early Aroused Redux version? (yes it is) I solved my problem anyway so im glad Thank for the for look on the log , Iggy
NeatLL Posted March 24, 2015 Posted March 24, 2015 I think I have figured out at least part of the problem of some NPC's arousal values not being displayed. I think the problem happens when an NPC's arousal reaches 100. There might be an overflow that is not corrected until I manually update that NPC's arousal, because other NPC values below 100 were being displayed (after I lowered the min arousal value to make sure it was below their arousal values).
BeamerMiasma Posted March 24, 2015 Author Posted March 24, 2015 I think I have figured out at least part of the problem of some NPC's arousal values not being displayed. I think the problem happens when an NPC's arousal reaches 100. There might be an overflow that is not corrected until I manually update that NPC's arousal, because other NPC values below 100 were being displayed (after I lowered the min arousal value to make sure it was below their arousal values). If you have people with an arousal over 100, then you probably have a mod that is directly manipulating the sla_Arousal faction rank (without checking if the value goes over 100). Looking in the code of SLA it does not allow values > 100, and I've never seen this happen myself either (and since I am currently developing a race that is always naked, my followers are virtually permanent at 100 ).
NeatLL Posted March 24, 2015 Posted March 24, 2015 I think I have figured out at least part of the problem of some NPC's arousal values not being displayed. I think the problem happens when an NPC's arousal reaches 100. There might be an overflow that is not corrected until I manually update that NPC's arousal, because other NPC values below 100 were being displayed (after I lowered the min arousal value to make sure it was below their arousal values). If you have people with an arousal over 100, then you probably have a mod that is directly manipulating the sla_Arousal faction rank (without checking if the value goes over 100). Looking in the code of SLA it does not allow values > 100, and I've never seen this happen myself either (and since I am currently developing a race that is always naked, my followers are virtually permanent at 100 ). I'm just trying to figure out why NPCs sometimes don't display until I manually update them.
BeamerMiasma Posted March 24, 2015 Author Posted March 24, 2015 I'm just trying to figure out why NPCs sometimes don't display until I manually update them. Next time an NPC 'drops off' the widget you can try the following: 1. open the console and target the NPC 2. find the ID of the SLA Arousal faction. This command should help you: help Arousal 3. type the following commands and check the output, replacing the "XX" with the first 2 digits you found in step 2: getinfaction XX03fc36 getfactionrank XX03fc36 The first will show you if the NPC is still in the sla_Arousal faction. The second will show you the actual sla_Arousal faction rank of the NPC without changing it. Rather than giving a warning or error, getfactionrank will return -2 if the NPC is not in the faction, so that's why you need the first command too. The problem with using N is that it first updates the arousal, and then shows you the new value, so it tends to fix and hide any faction rank problems. With the above commands, you can find the actual faction rank without forcing SLA to update it first. If the NPC is not in the faction at all, then something is removing them from it. If the faction rank is lower than -2 or higher than 100, then you probably have a mod that's misbehaving by changing the faction rank directly and not checking for overflows. If the faction rank is -2 and the NPC is still in the faction then there's probably something going on with arousal blocking, check if the NPC's arousal is blocked. If the faction rank is normal (0-100) then I'd be very interested in a screenshot of your SLAM settings to see if I can reproduce the problem.
BeamerMiasma Posted April 1, 2015 Author Posted April 1, 2015 We've passed 10 thousand downloads! Thanks everyone for the continued interest, enthousiasm and votes. This sure became a lot more popular than I ever expected. Creampies for all of you!
Dreimas Posted April 8, 2015 Posted April 8, 2015 This mod has been working flawlessly since i installed it a week ago. Thank you for building and uploading it
BeamerMiasma Posted April 10, 2015 Author Posted April 10, 2015 This mod has been working flawlessly since i installed it a week ago. Thank you for building and uploading it Glad to hear it, and you're welcome, enjoy!
BeamerMiasma Posted April 13, 2015 Author Posted April 13, 2015 Version 1.4 is released! I have added the possibility to save all your SLAM Widget settings to a profile. You can use up to 5 Global profiles and up to 3 Local profiles. Local profiles are specific to the character on which they were created, whereas Global profiles are shared between all your characters. No more need to set up your favourite configuration options every time you start a new character; just save your settings to a Global profile once and you can restore that profile on any character. Other minor changes: I was a little lazy in the past and just added all new features to the Miscelaneous page. With the new profile management I had to add a new configuration page anyway so I restructured the other options in a way that makes a little more sense. Reworded some of the options and tool tips to better reflect their function. Restructured and cleaned up the MCM script a bit, it's becoming quite a monster. Added some papyrus logging for important and/or unexpected events. To install just overwrite the older files. If you are upgrading from v1.3 or v1.3.1 no further action is needed. If you are upgrading from an older version, I recommend you go to the Miscelaneous page after installation and click the "Reset widget to default" option.
BeamerMiasma Posted April 15, 2015 Author Posted April 15, 2015 Good news for German users: CGi has provided me with a full German translation file for SLAM Widget, I expect to have that up for download before the end of the weekend. Much appreciated CGi
gooser Posted April 15, 2015 Posted April 15, 2015 Hello, does the SLAM widget disappear during SexLab animations?
gooser Posted April 15, 2015 Posted April 15, 2015 it does. Fuck. I was hoping you guys had figured out a way to keep HUD widgets active during animations. Not sure it really makes sense for the SLAM widget to stay up during sex, but I do need my widgets to stay up.
BeamerMiasma Posted April 15, 2015 Author Posted April 15, 2015 Hello, does the SLAM widget disappear during SexLab animations? Yes, during SL animations (as well as during dialogues) the complete HUD is typically hidden.
gooser Posted April 15, 2015 Posted April 15, 2015 Hello, does the SLAM widget disappear during SexLab animations? Yes, during SL animations (as well as during dialogues) the complete HUD is typically hidden. What causes this? I've looked through the SexLab source and I am not finding anything. I need a way to disable this behavior. Any ideas? I'm starting to go crazy here...
BeamerMiasma Posted April 15, 2015 Author Posted April 15, 2015 Hello, does the SLAM widget disappear during SexLab animations? Yes, during SL animations (as well as during dialogues) the complete HUD is typically hidden. What causes this? I've looked through the SexLab source and I am not finding anything. I need a way to disable this behavior. Any ideas? I'm starting to go crazy here... Check the Modes property and OnGameReload event in SKI_WidgetBase.psc. IIRC correctly there is a "cinematic" mode or something like that which SL switches too, if you want your widget to be visible during that mode, you would have to add that mode to your widget on initialization. I don't know the exact names of the available modes though, I didn't need it for SLAM Widget so I didn't research it much further.
gooser Posted April 15, 2015 Posted April 15, 2015 Hello, does the SLAM widget disappear during SexLab animations? Yes, during SL animations (as well as during dialogues) the complete HUD is typically hidden. What causes this? I've looked through the SexLab source and I am not finding anything. I need a way to disable this behavior. Any ideas? I'm starting to go crazy here... Check the Modes property and OnGameReload event in SKI_WidgetBase.psc. IIRC correctly there is a "cinematic" mode or something like that which SL switches too, if you want your widget to be visible during that mode, you would have to add that mode to your widget on initialization. I don't know the exact names of the available modes though, I didn't need it for SLAM Widget so I didn't research it much further. Thanks! I've poked around there before but I didn't think about looking there again for this issue. I'll go check it out.
gooser Posted April 15, 2015 Posted April 15, 2015 Hello, does the SLAM widget disappear during SexLab animations? Yes, during SL animations (as well as during dialogues) the complete HUD is typically hidden. What causes this? I've looked through the SexLab source and I am not finding anything. I need a way to disable this behavior. Any ideas? I'm starting to go crazy here... Check the Modes property and OnGameReload event in SKI_WidgetBase.psc. IIRC correctly there is a "cinematic" mode or something like that which SL switches too, if you want your widget to be visible during that mode, you would have to add that mode to your widget on initialization. I don't know the exact names of the available modes though, I didn't need it for SLAM Widget so I didn't research it much further. Thanks! I've poked around there before but I didn't think about looking there again for this issue. I'll go check it out. Looking at WidgetBase.as: private static var MODES: Array = ["All", "Favor", "MovementDisabled", "Swimming", "WarHorseMode", "HorseMode", "InventoryMode", "BookMode", "DialogueMode", "StealthMode", "SleepWaitMode", "BarterMode", "TweenMode", "WorldMapMode", "JournalMode", "CartMode", "VATSPlayback"]; private static var MODEMAP: Object = { all: "All", favor: "Favor", movementdisabled: "MovementDisabled", swimming: "Swimming", warhorsemode: "WarHorseMode", horsemode: "HorseMode", inventorymode: "InventoryMode", bookmode: "BookMode", dialoguemode: "DialogueMode", stealthmode: "StealthMode", sleepwaitmode: "SleepWaitMode", bartermode: "BarterMode", tweenmode: "TweenMode", worldmapmode: "WorldMapMode", journalmode: "JournalMode", cartmode: "CartMode", vatsplayback: "VATSPlayback" }; Is this the definitive list to you think?
gooser Posted April 15, 2015 Posted April 15, 2015 I think ended up just specifying all modes (which is probably too much and I will trim later), and my widget shows up during sexlab's animations. FTW! Thanks I suspect the mode that was being checked is "movementdisabled" or "tweenmode". Possibly. I just setup the Modes property in my widget OnWidgetLoad method: Event OnWidgetLoad() Trace("AproposMessageWidget.OnWidgetLoad") ; Don't call the parent event since it will display the widget regardless of the Visible property. ;Parent.OnWidgetLoad() OnWidgetReset() string[] hudModes = new string[17] hudModes[0] = "All" hudModes[1] = "Favor" hudModes[2] = "MovementDisabled" hudModes[3] = "Swimming" hudModes[4] = "WarHorseMode" hudModes[5] = "HorseMode" hudModes[6] = "InventoryMode" hudModes[7] = "BookMode" hudModes[8] = "DialogueMode" hudModes[9] = "StealthMode" hudModes[10] = "SleepWaitMode" hudModes[11] = "BarterMode" hudModes[12] = "TweenMode" hudModes[13] = "WorldMapMode" hudModes[14] = "JournalMode" hudModes[15] = "CartMode" hudModes[16] = "VATSPlayback" Modes = hudModes UpdateWidgetModes() ; Determine if the widget should be displayed UpdateWidgetVisible(_visible) EndEvent
BeamerMiasma Posted April 16, 2015 Author Posted April 16, 2015 Looking at WidgetBase.as: private static var MODES: Array = ["All", "Favor", "MovementDisabled", "Swimming", "WarHorseMode", "HorseMode", "InventoryMode", "BookMode", "DialogueMode", "StealthMode", "SleepWaitMode", "BarterMode", "TweenMode", "WorldMapMode", "JournalMode", "CartMode", "VATSPlayback"]; private static var MODEMAP: Object = { all: "All", favor: "Favor", movementdisabled: "MovementDisabled", swimming: "Swimming", warhorsemode: "WarHorseMode", horsemode: "HorseMode", inventorymode: "InventoryMode", bookmode: "BookMode", dialoguemode: "DialogueMode", stealthmode: "StealthMode", sleepwaitmode: "SleepWaitMode", bartermode: "BarterMode", tweenmode: "TweenMode", worldmapmode: "WorldMapMode", journalmode: "JournalMode", cartmode: "CartMode", vatsplayback: "VATSPlayback" }; Is this the definitive list to you think? Probably yes, but don't depend on me for this if it is important. I just remembered seeing the comments when I was researching for SLAM Widget, but since my widget doesn't need to be shown or hidden in non-standard ways, I never tested or researched it thoroughly. I assume you're working on a text widget for Apropos? Good to see, that would be a very nice improvement over using the debug window.
gooser Posted April 16, 2015 Posted April 16, 2015 Looking at WidgetBase.as: private static var MODES: Array = ["All", "Favor", "MovementDisabled", "Swimming", "WarHorseMode", "HorseMode", "InventoryMode", "BookMode", "DialogueMode", "StealthMode", "SleepWaitMode", "BarterMode", "TweenMode", "WorldMapMode", "JournalMode", "CartMode", "VATSPlayback"]; private static var MODEMAP: Object = { all: "All", favor: "Favor", movementdisabled: "MovementDisabled", swimming: "Swimming", warhorsemode: "WarHorseMode", horsemode: "HorseMode", inventorymode: "InventoryMode", bookmode: "BookMode", dialoguemode: "DialogueMode", stealthmode: "StealthMode", sleepwaitmode: "SleepWaitMode", bartermode: "BarterMode", tweenmode: "TweenMode", worldmapmode: "WorldMapMode", journalmode: "JournalMode", cartmode: "CartMode", vatsplayback: "VATSPlayback" }; Is this the definitive list to you think? Probably yes, but don't depend on me for this if it is important. I just remembered seeing the comments when I was researching for SLAM Widget, but since my widget doesn't need to be shown or hidden in non-standard ways, I never tested or researched it thoroughly. I assume you're working on a text widget for Apropos? Good to see, that would be a very nice improvement over using the debug window. Yes, its the Apropos Message Widget I'm working on. If I had to guess I would say SexLab is somehow connected to either "movementDisabled", "tweenMode" modes. Not sure which though.
gooser Posted April 16, 2015 Posted April 16, 2015 Fyi, also as a point of reference I was looking at: https://github.com/Mardoxx/skyrimui/blob/master/src/hudmenu/HUDMenu.as If you look at the lines that reference MessagesBlock (which I believe is the internal name for what you see in calls to Debug.Notification) you get: Line 185: MessagesBlock.All = true; Line 203: MessagesBlock.Favor = true; Line 214: MessagesBlock.InventoryMode = true; Line 217: MessagesBlock.TweenMode = true; Line 220: MessagesBlock.BookMode = true; Line 225: MessagesBlock.DialogueMode = true; Line 228: MessagesBlock.BarterMode = true; Line 230: MessagesBlock.WorldMapMode = true; Line 232: MessagesBlock.MovementDisabled = true; Line 247: MessagesBlock.StealthMode = true; Line 270: MessagesBlock.Swimming = true; Line 282: MessagesBlock.HorseMode = true; Line 293: MessagesBlock.WarHorseMode = true; Line 305: MessagesBlock.CartMode = true; The three that are omitted are: SleepWaitMode, JournalMode, and VATSPlayback (which is killmove, etc)
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