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Posted

sorry maybe I misunderstood cos po does call sl but you add more anims with slal I don't think there all that specific or otherwise have multiple tags for sl to choose

I see the problem in my setting

How do you add tags to tags input? When I click the general tag, there is nothing there

Posted

 

sorry maybe I misunderstood cos po does call sl but you add more anims with slal I don't think there all that specific or otherwise have multiple tags for sl to choose

I see the problem in my setting

How do you add tags to tags input? When I click the general tag, there is nothing there

 

y'know iv never tried to use tags, just let the other programs do it pot luck ,gonna try

Posted

For current POP, there is a tag input system

 

Added .::. MCM animation tag input system. Basically I’ve extended the existing MCM tag input to include any and all tags available. The tags can be found in SexLab MCM under each animation. The tags can be added or removed one at a time to a list of tags that is checked before an animation is chosen. The system also includes a list for tags that should be omitted from the animation selection. Tags here can also be added or removed one at a time.

It says that tags can be added or removed to list in POP, does anyone know how to do that?

I only saw in MCM menu option of showing tags in each list like general, pillory, X rack... But all these lists are empty

Posted

For current POP, there is a tag input system

 

Added .::. MCM animation tag input system. Basically I’ve extended the existing MCM tag input to include any and all tags available. The tags can be found in SexLab MCM under each animation. The tags can be added or removed one at a time to a list of tags that is checked before an animation is chosen. The system also includes a list for tags that should be omitted from the animation selection. Tags here can also be added or removed one at a time.

It says that tags can be added or removed to list in POP, does anyone know how to do that?

I only saw in MCM menu option of showing tags in each list like general, pillory, X rack... But all these lists are empty

ok I wrote in pop 8m mcm menu extras in general I wrote "bound" in pillory I wrote "pillory" and in x rack I wrote "xcross" and in mcm general I checked pop sexlab box . if you've installed extra animations that have these tags they should play when your character reaches those points

 

For current POP, there is a tag input system

 

Added .::. MCM animation tag input system. Basically I’ve extended the existing MCM tag input to include any and all tags available. The tags can be found in SexLab MCM under each animation. The tags can be added or removed one at a time to a list of tags that is checked before an animation is chosen. The system also includes a list for tags that should be omitted from the animation selection. Tags here can also be added or removed one at a time.

It says that tags can be added or removed to list in POP, does anyone know how to do that?

I only saw in MCM menu option of showing tags in each list like general, pillory, X rack... But all these lists are empty

ok I wrote in pop 8m mcm menu extras in general I wrote "bound" in pillory I wrote "pillory" and in x rack I wrote "xcross" and in mcm general I checked pop sexlab box . if you've installed extra animations that have these tags they should play when your character reaches those points

 

i looked in my animation toggle list in sl the tags are displayed when you run the mouse over the discription

Posted

 

For current POP, there is a tag input system

 

Added .::. MCM animation tag input system. Basically I’ve extended the existing MCM tag input to include any and all tags available. The tags can be found in SexLab MCM under each animation. The tags can be added or removed one at a time to a list of tags that is checked before an animation is chosen. The system also includes a list for tags that should be omitted from the animation selection. Tags here can also be added or removed one at a time.

It says that tags can be added or removed to list in POP, does anyone know how to do that?

I only saw in MCM menu option of showing tags in each list like general, pillory, X rack... But all these lists are empty

ok I wrote in pop 8m mcm menu extras in general I wrote "bound" in pillory I wrote "pillory" and in x rack I wrote "xcross" and in mcm general I checked pop sexlab box . if you've installed extra animations that have these tags they should play when your character reaches those points

 

For current POP, there is a tag input system

 

Added .::. MCM animation tag input system. Basically I’ve extended the existing MCM tag input to include any and all tags available. The tags can be found in SexLab MCM under each animation. The tags can be added or removed one at a time to a list of tags that is checked before an animation is chosen. The system also includes a list for tags that should be omitted from the animation selection. Tags here can also be added or removed one at a time.

It says that tags can be added or removed to list in POP, does anyone know how to do that?

I only saw in MCM menu option of showing tags in each list like general, pillory, X rack... But all these lists are empty

ok I wrote in pop 8m mcm menu extras in general I wrote "bound" in pillory I wrote "pillory" and in x rack I wrote "xcross" and in mcm general I checked pop sexlab box . if you've installed extra animations that have these tags they should play when your character reaches those points

 

i looked in my animation toggle list in sl the tags are displayed when you run the mouse over the discription

 

Thank you. After I update sexlab to 1.62, I am now able to edit the list.

Still one question, after I add sexlab tags to list, and check pop sexlab box. They still give me the original animation in the cell......

Posted

 

 

For current POP, there is a tag input system

 

Added .::. MCM animation tag input system. Basically I’ve extended the existing MCM tag input to include any and all tags available. The tags can be found in SexLab MCM under each animation. The tags can be added or removed one at a time to a list of tags that is checked before an animation is chosen. The system also includes a list for tags that should be omitted from the animation selection. Tags here can also be added or removed one at a time.

It says that tags can be added or removed to list in POP, does anyone know how to do that?

I only saw in MCM menu option of showing tags in each list like general, pillory, X rack... But all these lists are empty

ok I wrote in pop 8m mcm menu extras in general I wrote "bound" in pillory I wrote "pillory" and in x rack I wrote "xcross" and in mcm general I checked pop sexlab box . if you've installed extra animations that have these tags they should play when your character reaches those points

 

For current POP, there is a tag input system

 

Added .::. MCM animation tag input system. Basically I’ve extended the existing MCM tag input to include any and all tags available. The tags can be found in SexLab MCM under each animation. The tags can be added or removed one at a time to a list of tags that is checked before an animation is chosen. The system also includes a list for tags that should be omitted from the animation selection. Tags here can also be added or removed one at a time.

It says that tags can be added or removed to list in POP, does anyone know how to do that?

I only saw in MCM menu option of showing tags in each list like general, pillory, X rack... But all these lists are empty

ok I wrote in pop 8m mcm menu extras in general I wrote "bound" in pillory I wrote "pillory" and in x rack I wrote "xcross" and in mcm general I checked pop sexlab box . if you've installed extra animations that have these tags they should play when your character reaches those points

 

i looked in my animation toggle list in sl the tags are displayed when you run the mouse over the discription

 

Thank you. After I update sexlab to 1.62, I am now able to edit the list.

Still one question, after I add sexlab tags to list, and check pop sexlab box. They still give me the original animation in the cell......

 

now get sexlab animation loader then some slal packs it should pick something new I'm getting new anims [mostly cos I toggled the others off] but not going to the pillory.....hmm

Posted

It would be great to add animations.

But after I add tags to the "general" and "pillory" list, and checked the "using POP sexlab" box

They still use the original PO animations (only 4 possible animations there)

Don't know why...

Posted

god damn that's infuriating trying to find whats stopping , theres probably a conflict [if you didn't think of that]I jus took out melee weapon range fix was great for punching someone in the face but slowed all my stuff down

Posted

inte just wanted to say thanks for the mountain of work you've done every change makes me smile

 

Thanks. :blush: 

god damn that's infuriating trying to find whats stopping , theres probably a conflict [if you didn't think of that]I jus took out melee weapon range fix was great for punching someone in the face but slowed all my stuff down

 

I don't understand.

Posted

 

 

 

 

I had a forced reset happen after a load when my character was enslaved. I suspect the papyrus storage getting some conflicting changes, but this is just a conjecture.

 

I figured out the issue happens every time I load a save when my character is enslaved. I posted about the issue on SD+'s thread.

 

 

That "forced reset while wearing the SD collar" has been going on for quite a while with SD+ and POP. Whatever it is, it doesn't seem to be game breaking through as I've braved it out in one of my previous game and the savegame remained healthy even (in-game, lol) months after the enslavement + forced reset stuff happened. So at this stage I'd say it's more an inconvenience than an issue.

 

 

Well, the thing is, it's not just resetting PoP. It's resetting SL settings themselves (voice assignments, animation adjustments, etc.), as well as other SL related mods such as Schlongs of Skyrim.

 

 

 

Sadly, I have to confirm this for said settings in SL. I have not observed it affecting to SOS though.

 

I know this come quite late, but I didn't really have time to play over December and January. I just recently saw this happening few times. What I didn't knew that it was happening due to SD+ collar. That knowledge actually eased my worries quite a lot. I thought that POP was just failing it's management.

 

It is not that big of a deal. I understood that Inte has set precautions that reset should not happen during jail time. However, that was set for update purposes. Hopefully it is also true with this problem as well. So far I have not seen POP resetting during sentence. That would be a bigger problem.

 

 

Wait, what is happening?

Does anybody have a log of this?

Posted

It would be great to add animations.

But after I add tags to the "general" and "pillory" list, and checked the "using POP sexlab" box

They still use the original PO animations (only 4 possible animations there)

Don't know why...

 

You might need to reset your animation registry in SL. Also make sure you are using SLAL and register/select all animations.

 

POP already plays all available pillory animations from ZaZ AP.

 

 

Been away from Skyrim for a bit playing other games, but I saw this and thought my friend Punga would appreciate it :)  http://www.nexusmods.com/skyrim/mods/81956/?

 

This ... is a bucket.

 

 

It is indeed :D

 

 

 

And you gave it to @Punga?

Posted

 

Wait, what is happening?

Does anybody have a log of this?

 

Sure, here you go. POP auto resets upon loading a save after my character went through SD+ slavery. At this point, my character is free, however POP resets none the less. Resets only occurs on loading a save game.

 

Edit: it may be due to a side effect of a SD+ update. I haven't tested this with the POP / SD+ integration disabled, the thing that can sell you character after imprisonment.

Papyrus.0.log

Posted

 

inte just wanted to say thanks for the mountain of work you've done every change makes me smile

 

Thanks. :blush:

god damn that's infuriating trying to find whats stopping , theres probably a conflict [if you didn't think of that]I jus took out melee weapon range fix was great for punching someone in the face but slowed all my stuff down

 

I don't understand.

 

sorry that really needed some punctuation , but I was just rambling, wont happen again... it will ..I ramble

Posted

 

 

 

Been away from Skyrim for a bit playing other games, but I saw this and thought my friend Punga would appreciate it :)  http://www.nexusmods.com/skyrim/mods/81956/?

 

This ... is a bucket.

 

 

It is indeed :D

 

 

 

And you gave it to @Punga?

 

 

Well... you do have lot's already and Punga didn't have one since I nicked the last one.

 

Good to see you back Inte, hope all is well :)

 

Posted

 

 

 

inte just wanted to say thanks for the mountain of work you've done every change makes me smile

 

Thanks. :blush:

god damn that's infuriating trying to find whats stopping , theres probably a conflict [if you didn't think of that]I jus took out melee weapon range fix was great for punching someone in the face but slowed all my stuff down

 

I don't understand.

 

sorry that really needed some punctuation , but I was just rambling, wont happen again... it will ..I ramble

 

 

Oh, I see. Well ... ramble away! ^_^

Posted

 

 

 

 

Been away from Skyrim for a bit playing other games, but I saw this and thought my friend Punga would appreciate it :)  http://www.nexusmods.com/skyrim/mods/81956/?

 

This ... is a bucket.

 

 

It is indeed :D

 

 

 

And you gave it to @Punga?

 

 

Well... you do have lot's already and Punga didn't have one since I nicked the last one.

 

Good to see you back Inte, hope all is well :)

 

 

 

Thanks. :cool:  

 

Buckets have to be earned. ;) 

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