Fredas Posted February 26, 2015 Author Posted February 26, 2015 hmm, tried it and no luck. I've tried more NPC's and they all work just fine. I've swtiched to the default Nord race and that still didn't work. It's just affecting the player char. The usual troubleshooting measures apply, then. Drop in SlaveTats and see if your overlay slots are being used up. Try using blushes from an otherwise unmodded game to see what mod is causing the problem. Etc. So, while messing around with this mod and Aroused Redux, I noticed that Blushed While Aroused only takes in account Exposure from Arousal Redux, not Total Arousal, which is Exposure + Time Arousal. It's a bug stemming from my very earliest code in this mod (from over a year ago) that I never got around to fixing. Whenever I do a new update, the fix will be in. (It looks like LL wants to combine posts today. So be it.)
zeik95 Posted February 26, 2015 Posted February 26, 2015 Good to know. Other than that slight inconvenience (I just turned Time Rate off so that Time Arousal is less of a factor), I love this mod. Been waiting for something like this ever since Aroused added Schlong integration.
Fredas Posted February 27, 2015 Author Posted February 27, 2015 Good to know. Other than that slight inconvenience (I just turned Time Rate off so that Time Arousal is less of a factor), I love this mod. Since I don't really know when I will find adequate reason to do further noteworthy updates, I'm just going to leave this here. Haven't tested it, but this should point the mod to the correct variable. You'll need to disable and re-enable SLA compatibility to enforce the change. Blush When Aroused 1.2 (SLA fix only).7z
LaEspada Posted February 27, 2015 Posted February 27, 2015 hmm, tried it and no luck. I've tried more NPC's and they all work just fine. I've swtiched to the default Nord race and that still didn't work. It's just affecting the player char. The usual troubleshooting measures apply, then. Drop in SlaveTats and see if your overlay slots are being used up. Try using blushes from an otherwise unmodded game to see what mod is causing the problem. Etc. Well, I've put in Slavetats and from the MCM menu it says I don't have any slots being used at all. I then tried with a mininimalist load order, with only skyui, sexlab, BWA, and the ningheim race installed. and Still no overlay blushing. NPC's are still fine, weirdly, think i'll just be contempt with NPC's blushing for now.
zeik95 Posted February 27, 2015 Posted February 27, 2015 Since I don't really know when I will find adequate reason to do further noteworthy updates, I'm just going to leave this here. Haven't tested it, but this should point the mod to the correct variable. You'll need to disable and re-enable SLA compatibility to enforce the change. Blush When Aroused 1.2 (SLA fix only).7z The patch works perfectly, thank you!
Fredas Posted February 28, 2015 Author Posted February 28, 2015 Well, I've put in Slavetats and from the MCM menu it says I don't have any slots being used at all. I then tried with a mininimalist load order, with only skyui, sexlab, BWA, and the ningheim race installed. and Still no overlay blushing. Well, whatever the problem is will be universal, meaning for example that if you were to try applying a face tattoo with SlaveTats, you'd get the same result. (Worth investigating.) It sounds like NiOverride is not giving the player overlays - something that is assumed by any mod which uses it. I don't know how to try reproducing this circumstance. The only other thing to mention is that the Ningheim race I used for my earlier screenshot was the latest version. That is unlikely to make a difference.
zeik95 Posted February 28, 2015 Posted February 28, 2015 I have absolutely no idea what happened, but the mod stopped working for me. After I downloaded the patch that made arousal point to the correct variable, everything worked fine for the next few hours. Then all of a sudden blushing stopped working, and when I tried doing a test blush all npcs got a purple face, as in no-texture purple. I tried cleaning in the MCM Menu, tried a clean uninstall. Even tried a new save. Eventually, I tried it without the patch, and it actually worked fine after that. I don't know why the patch worked at first, but now it causes people's head's to go purple.
Fredas Posted February 28, 2015 Author Posted February 28, 2015 Probably not possible for me to troubleshoot something like that. Literally the only difference between that script file and the one in 1.2 is the variable related to SLA. I went ahead and started using it just now and I don't (yet) have any issues, and truthfully don't expect any to arbitrarily pop up after some span of time. Perhaps try checking your Skyrim log to see if there are any complaints about missing functions, which would be indicative of (for whatever reason) the blush script's inability to fetch the texture info from the menu script. There are only so many reasons why a texture might be loaded as blank. For example I don't know what NiOverride does when one runs out of video ram but it could be that it refuses to apply the diffuse override.
mezzoforte Posted March 1, 2015 Posted March 1, 2015 I just installed the mod and I've been getting Fatal Abort errors due to oversaturation. I tried increasing the overlays as suggested in the thread in my nioverride.ini to: [Overlays/Face] ; "Face [Ovl#]" and "Face [sOvl#]" ; Determines how many face overlays there should be iNumOverlays=5 ; Default[3] iSpellOverlays=5 ; Default[1] But I still keep getting the same error. Anything else I could possibly overlooked? For now my Skyrim is close as it is to a fresh install. Just SL mods, Racemenu, and UNP.
Fredas Posted March 1, 2015 Author Posted March 1, 2015 I just installed the mod and I've been getting Fatal Abort errors due to oversaturation. Anything else I could possibly overlooked? All I can really do is describe the sequence of events that leads to that message. The mod attempts to find empty face slots on a given actor at positions 0 and 1 first. It scoots that number up until it reaches the end of the array as specified by NiOverride's function for pinging that number. If, by the end of that array, it has not found two for itself, it fails. (It will also treat SlaveTats' "blank" overrides as empty.) Without your PC in front of me, I can only base my insight on this description. One of the following is theoretically possible: Somehow you really are filling up too many slots. Or NiOverride is for some reason giving bad info when pinged for the defined number of face slots (never happened to me). Or the active NiOverride is finding a different nioverride.ini from the one you've edited (not impossible, for example if one has both RaceMenu and NiOverride installed with MO, and/or at some point installed stuff to their real data directory and inaccurately believe it is in use). Or perhaps your NiOverride (separate or standalone) is in fact too old and lacks the face overlay feature. I am tempted to toss in some diagnostics to troubleshoot these kinds of problems - not because I suspect my mod is up to no good, but more because it has become clear that the upkeep of the whole face slot rotation dance has too high of a potential of engendering confusion. I would suggest checking logs for complaints when you try to enforce a blush, and also of course checking SlaveTats' face menu to see if it thinks anything's using slots. See also whether the newest NiOverride (still 2.9.6 I think) helps.
mezzoforte Posted March 1, 2015 Posted March 1, 2015 I just installed the mod and I've been getting Fatal Abort errors due to oversaturation. Anything else I could possibly overlooked? All I can really do is describe the sequence of events that leads to that message. The mod attempts to find empty face slots on a given actor at positions 0 and 1 first. It scoots that number up until it reaches the end of the array as specified by NiOverride's function for pinging that number. If, by the end of that array, it has not found two for itself, it fails. (It will also treat SlaveTats' "blank" overrides as empty.) Without your PC in front of me, I can only base my insight on this description. One of the following is theoretically possible: Somehow you really are filling up too many slots. Or NiOverride is for some reason giving bad info when pinged for the defined number of face slots (never happened to me). Or the active NiOverride is finding a different nioverride.ini from the one you've edited (not impossible, for example if one has both RaceMenu and NiOverride installed with MO, and/or at some point installed stuff to their real data directory and inaccurately believe it is in use). Or perhaps your NiOverride (separate or standalone) is in fact too old and lacks the face overlay feature. I am tempted to toss in some diagnostics to troubleshoot these kinds of problems - not because I suspect my mod is up to no good, but more because it has become clear that the upkeep of the whole face slot rotation dance has too high of a potential of engendering confusion. I would suggest checking logs for complaints when you try to enforce a blush, and also of course checking SlaveTats' face menu to see if it thinks anything's using slots. See also whether the newest NiOverride (still 2.9.6 I think) helps. Hmmm... I'm not fully sure I grasped all of that but I think I got some parts of it. Will redo a fresh reinstall/modding and this time I'll keep an eye on mods that could possibly affect facetint (RaceMenu or ECE) and install them after I've tested BWA first. Maybe I can isolate the problem. Thanks for the insight. So far the only mod(s) I think which could conflict with Overlay is ECE or Racemenu as I don't recall placing in any SL related mods that make use of SlaveTats(?)
pinky6225 Posted March 1, 2015 Posted March 1, 2015 I just installed the mod and I've been getting Fatal Abort errors due to oversaturation. I tried increasing the overlays as suggested in the thread in my nioverride.ini to: [Overlays/Face] ; "Face [Ovl#]" and "Face [sOvl#]" ; Determines how many face overlays there should be iNumOverlays=5 ; Default[3] iSpellOverlays=5 ; Default[1] But I still keep getting the same error. Anything else I could possibly overlooked? For now my Skyrim is close as it is to a fresh install. Just SL mods, Racemenu, and UNP. Comparing the face over lay to the body over lay that already has more than 3 as default you don't need to increase the Ispelloverlays i think [Overlays/Body] ; "Body [Ovl#]" and "Body [sOvl#]" ; Determines how many body overlays there should be iNumOverlays=6 ; Default[6] iSpellOverlays=1 ; Default[1] [Overlays/Face] ; "Face [Ovl#]" and "Face [sOvl#]" ; Determines how many face overlays there should be iNumOverlays=3 ; Default[3] iSpellOverlays=1 ; Default[1] So just changing the iNumOverlays=3 ; Default[3] to 5 should be enough if they work in the same way
Fredas Posted March 1, 2015 Author Posted March 1, 2015 Hmmm... I'm not fully sure I grasped all of that but I think I got some parts of it. Will redo a fresh reinstall/modding and this time I'll keep an eye on mods that could possibly affect facetint (RaceMenu or ECE) and install them after I've tested BWA first. Maybe I can isolate the problem. Thanks for the insight. So far the only mod(s) I think which could conflict with Overlay is ECE or Racemenu as I don't recall placing in any SL related mods that make use of SlaveTats(?) The reason I suggest installing SlaveTats is because it includes a menu system which shows you exactly how many slots you have and whether or not there's anything detected in them, something my mod simply doesn't (shouldn't) need. As a means for determining just exactly what is using slots if you aren't sure, it's quite convenient. Just don't confuse its face overlay menu with its body overlay menu. I've already had one fellow realize that mistake after much frustration. And yes, Racemenu if anything is capable of taking up slots - in fact I gather that's one of its noteworthy features. (The same author made both RaceMenu and NiOverride.) ECE on the other hand very much predates the whole idea of overlays.
Claizendoughnut Posted March 10, 2015 Posted March 10, 2015 Hey Fredas, thank you for a great mod!For some reason, NPCs that aren't locked-in do not gain blush even though aroused. Not sure if I'm using the system correctly, but I have used the test function and everything is set to default. What am I doing wrong?
Fredas Posted March 10, 2015 Author Posted March 10, 2015 For some reason, NPCs that aren't locked-in do not gain blush even though aroused. Not sure if I'm using the system correctly, but I have used the test function and everything is set to default. What am I doing wrong? Possible cause: Not enough blushes active simultaneously. The default is 5. Locked blushes do not count against this total. I myself have wasted probably a total of an hour or two of troubleshooting, having forgotten that this can happen. Most likely cause: A race / gender / hostile / whatever combo that has been disabled in the "exceptions" menu, such as how males are disabled by default, as are most of the races with dark skin (or non-human skin) that wouldn't blush in the first place. Considering that locking an NPC effectively ignores these exceptions, your difficulty most likely lies somewhere in here. The test mode doesn't override the exceptions; it merely forces blushes to appear at certain maximum levels of visibility.
zeik95 Posted March 12, 2015 Posted March 12, 2015 I apologize for not responding sooner, but I haven't had time to mess around with Skyrim lately. Made a profile using the bare minimum mods to see if the no-texture bug was due to a conflict, but alas it is not. He're a portion of the log from that test. [03/12/2015 - 05:04:55PM] ERROR: Incorrect number of arguments passed. Expected 3, got 2. stack: [Active effect 2 on (FF00082C)].BWANPC.SetOverLay() - "BWANPC.psc" Line 458 [Active effect 2 on (FF00082C)].BWANPC.OnEffectStart() - "BWANPC.psc" Line 89 [03/12/2015 - 05:04:55PM] warning: Assigning None to a non-object variable named "::temp90" stack: [Active effect 2 on (FF00082C)].BWANPC.SetOverLay() - "BWANPC.psc" Line 458 [Active effect 2 on (FF00082C)].BWANPC.OnEffectStart() - "BWANPC.psc" Line 89 [03/12/2015 - 05:04:55PM] ERROR: Incorrect number of arguments passed. Expected 3, got 2. stack: [Active effect 2 on (FF00082C)].BWANPC.OvOn() - "BWANPC.psc" Line 135 [Active effect 2 on (FF00082C)].BWANPC.SetOverLay() - "BWANPC.psc" Line 474 [Active effect 2 on (FF00082C)].BWANPC.OnEffectStart() - "BWANPC.psc" Line 89 [03/12/2015 - 05:04:55PM] warning: Assigning None to a non-object variable named "::temp15" stack: [Active effect 2 on (FF00082C)].BWANPC.OvOn() - "BWANPC.psc" Line 135 [Active effect 2 on (FF00082C)].BWANPC.SetOverLay() - "BWANPC.psc" Line 474 [Active effect 2 on (FF00082C)].BWANPC.OnEffectStart() - "BWANPC.psc" Line 89 [03/12/2015 - 05:04:55PM] ERROR: Incorrect number of arguments passed. Expected 3, got 2. stack: [Active effect 2 on (FF00082C)].BWANPC.OvOn() - "BWANPC.psc" Line 136 [Active effect 2 on (FF00082C)].BWANPC.SetOverLay() - "BWANPC.psc" Line 474 [Active effect 2 on (FF00082C)].BWANPC.OnEffectStart() - "BWANPC.psc" Line 89 [03/12/2015 - 05:04:55PM] warning: Assigning None to a non-object variable named "::temp15" stack: [Active effect 2 on (FF00082C)].BWANPC.OvOn() - "BWANPC.psc" Line 136 [Active effect 2 on (FF00082C)].BWANPC.SetOverLay() - "BWANPC.psc" Line 474 [Active effect 2 on (FF00082C)].BWANPC.OnEffectStart() - "BWANPC.psc" Line 89 [03/12/2015 - 05:04:58PM] [DLC2PillarBuilderActorScript < (030177DB)>]OnPackageStart() [03/12/2015 - 05:05:06PM] [DLC2PillarBuilderActorScript < (030177DB)>]OnPackageStart() [03/12/2015 - 05:05:13PM] ERROR: Incorrect number of arguments passed. Expected 3, got 2. stack: [Active effect 2 on (FF00082B)].BWANPC.OvOn() - "BWANPC.psc" Line 135 [Active effect 2 on (FF00082B)].BWANPC.NR() - "BWANPC.psc" Line 173 [03/12/2015 - 05:05:13PM] warning: Assigning None to a non-object variable named "::temp15" stack: [Active effect 2 on (FF00082B)].BWANPC.OvOn() - "BWANPC.psc" Line 135 [Active effect 2 on (FF00082B)].BWANPC.NR() - "BWANPC.psc" Line 173 [03/12/2015 - 05:05:13PM] ERROR: Incorrect number of arguments passed. Expected 3, got 2. stack: [Active effect 2 on (FF00082B)].BWANPC.OvOn() - "BWANPC.psc" Line 136 [Active effect 2 on (FF00082B)].BWANPC.NR() - "BWANPC.psc" Line 173 [03/12/2015 - 05:05:13PM] warning: Assigning None to a non-object variable named "::temp15" stack: [Active effect 2 on (FF00082B)].BWANPC.OvOn() - "BWANPC.psc" Line 136 [Active effect 2 on (FF00082B)].BWANPC.NR() - "BWANPC.psc" Line 173 [03/12/2015 - 05:05:13PM] ERROR: Incorrect number of arguments passed. Expected 3, got 2. stack: [Active effect 2 on (FF00082C)].BWANPC.OvOn() - "BWANPC.psc" Line 135 [Active effect 2 on (FF00082C)].BWANPC.NR() - "BWANPC.psc" Line 173 [03/12/2015 - 05:05:13PM] warning: Assigning None to a non-object variable named "::temp15" stack: [Active effect 2 on (FF00082C)].BWANPC.OvOn() - "BWANPC.psc" Line 135 [Active effect 2 on (FF00082C)].BWANPC.NR() - "BWANPC.psc" Line 173 [03/12/2015 - 05:05:13PM] ERROR: Incorrect number of arguments passed. Expected 3, got 2. stack: [Active effect 2 on (FF00082C)].BWANPC.OvOn() - "BWANPC.psc" Line 136 [Active effect 2 on (FF00082C)].BWANPC.NR() - "BWANPC.psc" Line 173 [03/12/2015 - 05:05:13PM] warning: Assigning None to a non-object variable named "::temp15" stack: [Active effect 2 on (FF00082C)].BWANPC.OvOn() - "BWANPC.psc" Line 136 [Active effect 2 on (FF00082C)].BWANPC.NR() - "BWANPC.psc" Line 173 Also, just a reminder, this only happens with the SLA patch.
Fredas Posted March 13, 2015 Author Posted March 13, 2015 Made a profile using the bare minimum mods to see if the no-texture bug was due to a conflict, but alas it is not. He're a portion of the log from that test. [03/12/2015 - 05:04:55PM] ERROR: Incorrect number of arguments passed. Expected 3, got 2. stack: [Active effect 2 on (FF00082C)].BWANPC.SetOverLay() - "BWANPC.psc" Line 458 [Active effect 2 on (FF00082C)].BWANPC.OnEffectStart() - "BWANPC.psc" Line 89 [03/12/2015 - 05:04:55PM] warning: Assigning None to a non-object variable named "::temp90" stack: [Active effect 2 on (FF00082C)].BWANPC.SetOverLay() - "BWANPC.psc" Line 458 [Active effect 2 on (FF00082C)].BWANPC.OnEffectStart() - "BWANPC.psc" Line 89 [03/12/2015 - 05:04:55PM] ERROR: Incorrect number of arguments passed. Expected 3, got 2. stack: [Active effect 2 on (FF00082C)].BWANPC.OvOn() - "BWANPC.psc" Line 135 [Active effect 2 on (FF00082C)].BWANPC.SetOverLay() - "BWANPC.psc" Line 474 [Active effect 2 on (FF00082C)].BWANPC.OnEffectStart() - "BWANPC.psc" Line 89 [03/12/2015 - 05:04:55PM] warning: Assigning None to a non-object variable named "::temp15" stack: [Active effect 2 on (FF00082C)].BWANPC.OvOn() - "BWANPC.psc" Line 135 [Active effect 2 on (FF00082C)].BWANPC.SetOverLay() - "BWANPC.psc" Line 474 [Active effect 2 on (FF00082C)].BWANPC.OnEffectStart() - "BWANPC.psc" Line 89 [03/12/2015 - 05:04:55PM] ERROR: Incorrect number of arguments passed. Expected 3, got 2. stack: [Active effect 2 on (FF00082C)].BWANPC.OvOn() - "BWANPC.psc" Line 136 [Active effect 2 on (FF00082C)].BWANPC.SetOverLay() - "BWANPC.psc" Line 474 [Active effect 2 on (FF00082C)].BWANPC.OnEffectStart() - "BWANPC.psc" Line 89 [03/12/2015 - 05:04:55PM] warning: Assigning None to a non-object variable named "::temp15" stack: [Active effect 2 on (FF00082C)].BWANPC.OvOn() - "BWANPC.psc" Line 136 [Active effect 2 on (FF00082C)].BWANPC.SetOverLay() - "BWANPC.psc" Line 474 [Active effect 2 on (FF00082C)].BWANPC.OnEffectStart() - "BWANPC.psc" Line 89 [03/12/2015 - 05:04:58PM] [DLC2PillarBuilderActorScript < (030177DB)>]OnPackageStart() [03/12/2015 - 05:05:06PM] [DLC2PillarBuilderActorScript < (030177DB)>]OnPackageStart() [03/12/2015 - 05:05:13PM] ERROR: Incorrect number of arguments passed. Expected 3, got 2. stack: [Active effect 2 on (FF00082B)].BWANPC.OvOn() - "BWANPC.psc" Line 135 [Active effect 2 on (FF00082B)].BWANPC.NR() - "BWANPC.psc" Line 173 [03/12/2015 - 05:05:13PM] warning: Assigning None to a non-object variable named "::temp15" stack: [Active effect 2 on (FF00082B)].BWANPC.OvOn() - "BWANPC.psc" Line 135 [Active effect 2 on (FF00082B)].BWANPC.NR() - "BWANPC.psc" Line 173 [03/12/2015 - 05:05:13PM] ERROR: Incorrect number of arguments passed. Expected 3, got 2. stack: [Active effect 2 on (FF00082B)].BWANPC.OvOn() - "BWANPC.psc" Line 136 [Active effect 2 on (FF00082B)].BWANPC.NR() - "BWANPC.psc" Line 173 [03/12/2015 - 05:05:13PM] warning: Assigning None to a non-object variable named "::temp15" stack: [Active effect 2 on (FF00082B)].BWANPC.OvOn() - "BWANPC.psc" Line 136 [Active effect 2 on (FF00082B)].BWANPC.NR() - "BWANPC.psc" Line 173 [03/12/2015 - 05:05:13PM] ERROR: Incorrect number of arguments passed. Expected 3, got 2. stack: [Active effect 2 on (FF00082C)].BWANPC.OvOn() - "BWANPC.psc" Line 135 [Active effect 2 on (FF00082C)].BWANPC.NR() - "BWANPC.psc" Line 173 [03/12/2015 - 05:05:13PM] warning: Assigning None to a non-object variable named "::temp15" stack: [Active effect 2 on (FF00082C)].BWANPC.OvOn() - "BWANPC.psc" Line 135 [Active effect 2 on (FF00082C)].BWANPC.NR() - "BWANPC.psc" Line 173 [03/12/2015 - 05:05:13PM] ERROR: Incorrect number of arguments passed. Expected 3, got 2. stack: [Active effect 2 on (FF00082C)].BWANPC.OvOn() - "BWANPC.psc" Line 136 [Active effect 2 on (FF00082C)].BWANPC.NR() - "BWANPC.psc" Line 173 [03/12/2015 - 05:05:13PM] warning: Assigning None to a non-object variable named "::temp15" stack: [Active effect 2 on (FF00082C)].BWANPC.OvOn() - "BWANPC.psc" Line 136 [Active effect 2 on (FF00082C)].BWANPC.NR() - "BWANPC.psc" Line 173 Also, just a reminder, this only happens with the SLA patch. It seems certain that you are using Blush When Aroused v1.1 as your base. That was the last version which called that particular function with only two arguments. I would recommend getting the latest version.
zeik95 Posted March 13, 2015 Posted March 13, 2015 Well, that's a little embarrassing. I could have swore I had the latest version. Everything works fine again. Though, why would the patch work for a short time with 1.1 and then completely stop working?
Fredas Posted March 13, 2015 Author Posted March 13, 2015 Though, why would the patch work for a short time with 1.1 and then completely stop working? Most likely scenario: Passive blushes had already been applied to some NPCs prior to your implementation of the SLA patch (regardless of whether or not they were in fact visible at the time). Since the trouble you highlighted comes about specifically at the moment when the mod first attaches blushes to NPCs, the NPCs with blushes already attached were unaffected, yet any future attachments were. This would potentially include cases where NPCs lose proximity with the player, however brief. Spell-based effects are very difficult to upkeep and I only took that approach as it was the only passive means of having a technically unlimited number.
sikamikanico78 Posted March 13, 2015 Posted March 13, 2015 just an update i got this mod to work fine when i updated my sexlab aroused to aroused redoux... it really needs the redux verion it seems... great mod btw !
OTC Posted March 14, 2015 Posted March 14, 2015 Awesome mod, works great except for one thing. The blush detection for nakedness seems to be a bit wonky--running directly off the default values (that is to say, all I did was enable the nakedness function), there seems to be no blushing until around ~20 arousal, until which point I'm constantly blushing even if I have clothing/armor on. Perhaps I did not update my SL-Arousal to the redux properly? There's no difference in the menus--at least, in my game. The only thing hinting to it is that my Arousal MCM states I'm running version 16, the same version that the Redux download is currently at. Unfortunately, I couldn't see any definitive "you have redux installed!" notifier anywhere. Just wanting to notify you of that fact, in case the issue is on my end rather than the mod's. (On that note, however, when I shut nakedness blushing off, I do dynamically blush with my SL-Arousal rating, so at least the two mods appear to be working together all right!) Other than that, it seems to work great! It's a great way to roughly gauge arousal of both your character and NPCs in a visual (and likely immersive) way. I'm enjoying it quite a lot, thank you for your hard work!
Fredas Posted March 14, 2015 Author Posted March 14, 2015 Awesome mod, works great except for one thing. The blush detection for nakedness seems to be a bit wonky--running directly off the default values (that is to say, all I did was enable the nakedness function), there seems to be no blushing until around ~20 arousal, until which point I'm constantly blushing even if I have clothing/armor on. This behavior is due to the way SexLab Aroused detects nakedness. It does so, in essence, on a two-minute interval, which inevitably means that there could potentially be a huge delay between the act of becoming naked / clothed and the blush response. The stated reason for the long interval is that the detection algorithm is heavy on resources, and under some circumstances it could be. Your interpretation of the blush not appearing until a certain arousal, and then failing to subsequently disappear, is due to the delay. Were I to have needed to develop my own nakedness detection, I would have done so in a less passive manner, ie specifically watching for armor being donned or removed, but SLA provides the resource as part of its framework, utilized by many mods, and it would be to some extent folly to dispense with it. The algorithm may well be improved in the future.
fragrantstumpy Posted March 15, 2015 Posted March 15, 2015 So, while messing around with this mod and Aroused Redux, I noticed that Blushed While Aroused only takes in account Exposure from Arousal Redux, not Total Arousal, which is Exposure + Time Arousal. It's a bug stemming from my very earliest code in this mod (from over a year ago) that I never got around to fixing. Whenever I do a new update, the fix will be in. (It looks like LL wants to combine posts today. So be it.) It looks like BWA is using the wrong form id for sla aroused faction (0x25837 instead of 0x3fc36). Changing it in BlushMCM.psc seem to fix it for me.
Fredas Posted March 15, 2015 Author Posted March 15, 2015 It looks like BWA is using the wrong form id for sla aroused faction (0x25837 instead of 0x3fc36). Changing it in BlushMCM.psc seem to fix it for me. As you may have discovered subsequent to this, I did relent and post a quick fix here. This one uses 0x3FC36. Feel free to use whichever you want.
Fredas Posted March 20, 2015 Author Posted March 20, 2015 Updates:v1.2b Integrated SLA fix. Brought translations up to date. Added option to force overlays off for killmove victims. Some notes: First of all, the SLA fix was incomplete in its posted iteration. That should now be corrected. Translation files are as up to date as I can personally make them (thank you again, y_Sengaku, for the help with Japanese). The decapitation issue - an analysis: NiOverride engendered this CTD bug when support for face overlays was added. With the release of NiOverride 2.7.0 quite a while back, the author believed he had fixed the problem. What seems to have happened instead is that he had tweaked it until the problem was not occurring in his personal tests. The end result for users is that it generally isn't a problem, but for the few who do experience it, it is 100% consistent. With some tinkering, I discovered the following: 1) One's ENB seems to play a major role in whether or not the bug will manifest. 2) Perhaps depending on such nebulously-defined circumstances, one or more of the killmoves will not produce a CTD but will instead result in the victim's face textures disappearing entirely (leaving the hair, helmet, eyes etc.). 3) Removing all face overrides from an actor does not suffice; it is the presence of face overlays which enables the bug to manifest. Overlays must be instituted by a modder (unless for whatever reason a user has changed their nioverride.ini setting "bPlayerOnly=0"). Until this happens, a given NPC will not have them. But one cannot specify, within a modding context, whether or not to add face overlays, as opposed to just body overlays; it's all or nothing. (Again, unless the user has made an unusual tweak to the .ini.) There's a reason I'm underscoring this. My fix for the decapitation bug is to forcibly disable overlays for any blush-enabled actor who is fixing to get their head chopped off. Disabling just the blushes, again, does not suffice. It is not possible to disable only face overlays. And it is also not possible to differentiate between decapitation and other killmoves. (At least, not until it's too late to matter.) This means that with the fix enabled, actors with overlays from other mods (think: tattoos) will probably lose those visuals shortly before dying (if they are being killmoved). It's something to bear in mind.
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