Dooge Posted August 3, 2016 Author Posted August 3, 2016 Hello, I have tweaked a bit on the vanilla preset to build another, more simplified preset that employs only with the traits/ attributes functioning almost flawlessly as intended (based on my observation) in SLSL 1.3.5. vanilla_preset_simplified_v1a_y_sengaku.7z In this preset, I mainly use only 3-4 traits to build up NPC's patterns of sexual behaviors: - faithful (reserved to initiate/accept the action) or not - dominant (more likely to initiate the action) or not - excluded Some (actually very few) NPCs still have the traits like racist, submissive or victims, but I try to delete them as many as possible since I 'm not entirely sure how NPC with these traits respond the offer of consensual acts as A2, or, whether they accept the offer normally as others in the current version. Also, I strongly recommend to increase SLA®'s Exposure Rate from the default (2.0) to 4+ (myself set as 5), in order to keep NPCs' arousal rates from declining in medium- or long-term. Including this by default in next version 1.4.1 Is there a quick and easy way of disabling all of the placeholder options? Not surprised that's what's screwing things up. Configuring followers will be a bit tricky, too--half the time I can't get it to register them in the MCM menu, despite it picking up literally any other NPC in the game just fine. But a follower? More often than not it just pits my character in the menu to configure. That's a real pain. While I'm glad it's fixable, it just kind of serves to prove my point: if it's messing up like that due to things that shouldn't be selected in the first place, it's a buggy release. Anyone in croshair is selected in the mcm by default. If no one is selected, then PC is selected. However, now that PC interaction is disabled from version 1.4. no point changing the PC attributes. Key to trigger action is comma (works nice id A1 and A2 have been locked in the mcm)
Dooge Posted August 3, 2016 Author Posted August 3, 2016 is there a way to add my own dialogs? Send your ideas to me and I'll add them (subject to my culling and the mechanics of the mod) Welcome back, Dooge! Thanks man, I see you (and few others) kept up the fort meanwhile. Thank you very much (to all)
threeddd33 Posted August 5, 2016 Posted August 5, 2016 Can't seem to get 1.4 to do anything. Started a new game and the debug messages flash as usual from 1.35, but no approaches for anyone to anyone.
Dooge Posted August 5, 2016 Author Posted August 5, 2016 I have unfinished 1.4.1 and it seems to work as intended. There can be long times when nothing happens, that is normal.
Xatos Posted August 5, 2016 Posted August 5, 2016 I'm not inclined to add normal dialog for the PC, there are tons of mods like that already that do it great. But I might want to improve the mod now, perhaps just more content. Or, perhaps non-sexual NPC to NPC chat mod, same tech as in this one but just regular (random) chatter. But yeah I should take the time and read through all of this thread, or perhaps just ask iacex111 he would know what the mod needs, right? I can't speak for anyone else, but what enticed me to try out your mod was the idea that anyone who approached the PC for sex didn't automatically make the PC out to be a prostitute, and to an extent your mod did do that, just not in a way that was smoothly integrated. There's tons of prostitution mods, and there's things like Eager NPCs which lets you be active, but as of yet I've never seen a catcalling mod. Sexlab Approach? I (vaguely) remember that mod occassionally sending people towards you to make a comment or whistle or some such. I haven't used it in ages though. I tried it recently, and it doesn't play well with the current Sexlab (even if you make it really really really easy . Posting on the file thread or messaging the author yielded no response, so I'm at a dead end for using it.
y_sengaku Posted August 6, 2016 Posted August 6, 2016 Hello, it's good to see you come back in this thread again! I have installed/tested with the latest version (1.4), and it has worked without any noticeable problems so far. I have a problem/question on the initialization process of some actors (defined in .json preset file) today, however: Latest since this spring (with v 1.3.5) I have noticed that SLSL sometimes have difficulty in 'loading/reading' ,json preset for some NPCs from some .esps or/and applying the NPCs& traits/attributes defined in the preset to them correctly when the mod initialize the actor's attributes, and this problem seems to persist until the new, latest build (1.4). The following are some screen shots of the NPC (Hoth)'s traits/attributes for describing the situation better: http://imgur.com/1uLFjTK http://imgur.com/gIUNQJ4 http://imgur.com/9VclGEL http://imgur.com/VLAavpT http://imgur.com/2mbxkfE http://imgur.com/5mIfOEc http://imgur.com/2i7thG7 http://imgur.com/dRWiPdE Hoth (famous male follower) got different traits/attributes every time the player met him at the first time, as shown above, contrary to the definition of his traits/attributes (Dominant/Rapist ONLY) in the .json preset attached to SLSL by default (of course, no RefID error or any of such mistakes!) I didn't change anything in his .json preset file during this test, and I tested with the saves that I had fresh-installed SLSL (i.e. never installed SLSL before). The main problem of this situation is that he tends to get some 'unnecessary' traits that does not work correctly in the game. I chose Hoth as an example to explain the situation mainly due to the following three reasons: His .json preset file had been originally compiled by iacex 111 and included in SLSL by default (that means that it is not made by myself), so it is not so likely that it contains any syntax error. The NPCs those who 'suffer' from this problem are seemingly limited to NON-VANILLA (that is to say, added by some .esps) MALE NPCs only: SLSL can apply the pre-defined presets to any vanilla (including some DLCs.esm) NPCs regardless of her/his gender, and curiously, the mod likewise has no difficulty in loading female followers' traits/attributes exactly the same as defined in their .json preset file (I have confirmed this with SLSL v 1.4 as for Sofia and Toccata). As far as I know, I have not experienced such problem/bug before with some previous version (before 1.2x) of SLSL. My main question is as following: Does SLSL use different treatments of .json preset files of NPCs according to her/his gender? If so, is it possible to add a MCM option to toggle on/off for not assigning some random/additional presets to the modded NPCs during the initialization process of the actors?
Dooge Posted August 6, 2016 Author Posted August 6, 2016 I will need some time to be able to answer that properly. I don't remember anything so I need to look it up. Edit. Didnt check yet, this is just a random thought; if the script can't find the file or the refid, then the properties get randomized. But as said, I will check.
Dooge Posted August 6, 2016 Author Posted August 6, 2016 1.4.1 is basically ready but I'm so tired I will upload it some other time when I can be sure I'm doing everything correctly.
Dooge Posted August 6, 2016 Author Posted August 6, 2016 Hello, it's good to see you come back in this thread again! I have installed/tested with the latest version (1.4), and it has worked without any noticeable problems so far. I have a problem/question on the initialization process of some actors (defined in .json preset file) today, however: Latest since this spring (with v 1.3.5) I have noticed that SLSL sometimes have difficulty in 'loading/reading' ,json preset for some NPCs from some .esps or/and applying the NPCs& traits/attributes defined in the preset to them correctly when the mod initialize the actor's attributes, and this problem seems to persist until the new, latest build (1.4). The following are some screen shots of the NPC (Hoth)'s traits/attributes for describing the situation better: http://imgur.com/1uLFjTK http://imgur.com/gIUNQJ4 http://imgur.com/9VclGEL http://imgur.com/VLAavpT http://imgur.com/2mbxkfE http://imgur.com/5mIfOEc http://imgur.com/2i7thG7 http://imgur.com/dRWiPdE Hoth (famous male follower) got different traits/attributes every time the player met him at the first time, as shown above, contrary to the definition of his traits/attributes (Dominant/Rapist ONLY) in the .json preset attached to SLSL by default (of course, no RefID error or any of such mistakes!) I didn't change anything in his .json preset file during this test, and I tested with the saves that I had fresh-installed SLSL (i.e. never installed SLSL before). The main problem of this situation is that he tends to get some 'unnecessary' traits that does not work correctly in the game. I chose Hoth as an example to explain the situation mainly due to the following three reasons: His .json preset file had been originally compiled by iacex 111 and included in SLSL by default (that means that it is not made by myself), so it is not so likely that it contains any syntax error. The NPCs those who 'suffer' from this problem are seemingly limited to NON-VANILLA (that is to say, added by some .esps) MALE NPCs only: SLSL can apply the pre-defined presets to any vanilla (including some DLCs.esm) NPCs regardless of her/his gender, and curiously, the mod likewise has no difficulty in loading female followers' traits/attributes exactly the same as defined in their .json preset file (I have confirmed this with SLSL v 1.4 as for Sofia and Toccata). As far as I know, I have not experienced such problem/bug before with some previous version (before 1.2x) of SLSL. My main question is as following: Does SLSL use different treatments of .json preset files of NPCs according to her/his gender? If so, is it possible to add a MCM option to toggle on/off for not assigning some random/additional presets to the modded NPCs during the initialization process of the actors? I think I will do it so that the script will clearly state in the log, where from and how the properties were assigned. Then it will be easy to see the process. After meeting someone for the first time, to hit alt tab and go see the log file. It will then reveal if the script was unable to find the the reference from a file with a refid, and if it did, how did it interpreter the data. I can try to add this to the 1.4.1 during tomorrow before I upload. It's odd the properties for Hoth were almost the same but quite. Is it possible he is in the configuration files multiple times? bool Function CheckForPresets() if !ActorRef return false endif int ID = ActorRef.GetFormID() ; Full ID int MODID = Math.RightShift(ID, 24) ; Extract MOD ID ID = Math.LogicalAnd(ID, 0x00ffffff) ; Extract ID without load order string Nameofmod = Game.GetModName(MODID) ; Name of mod Actor originates from int rank = JsonUtil.GetIntValue("adcSLSL "+NameofMod+".json", ID as string, -3) if rank == -3 Main.D(ActorRef.GetLeveledActorBase().GetName() + " not predefined") Main.D("Should be adcSLSL "+NameofMod+".json") Main.D(ID as String) return false else Main.D(ActorRef.GetLeveledActorBase().GetName() + " defined in file") Faithful = Math.LogicalAnd(rank, 1) Submissive = Math.LogicalAnd(rank, 2) Dominant = Math.LogicalAnd(rank, 4) Rapist = Math.LogicalAnd(rank, 8) Racist = Math.LogicalAnd(rank, 16) Sizequeen = Math.LogicalAnd(rank, 32) Golddigger = Math.LogicalAnd(rank, 64) Excluded = Math.LogicalAnd(rank, 128) Victim = Math.LogicalAnd(rank, 256) Prostitution = Math.LogicalAnd(rank, 512) PlaceholderD = Math.LogicalAnd(rank, 1024) PlaceholderE = Math.LogicalAnd(rank, 2048) PlaceholderF = Math.LogicalAnd(rank, 4096) PlaceholderG = Math.LogicalAnd(rank, 8192) return true endif return false EndFunction So fileretrieval is not gender dependent at all, however the randomization is. If no preset was found, the randomization kicks in. Function DetermineAttributes() int Chance = 0 int Gender = ActorRef.GetLeveledActorBase().GetSex() Race ARace = ActorRef.GetRace() int Confidence = ActorRef.GetActorValue("Confidence") as int int Morality = ActorRef.GetActorValue("Morality") as int int Assistance = ActorRef.GetActorValue("Assistance") as int ; Faithful if ActorIsMarried(ActorRef) Chance = 75 ; Those in relationship kept faithful for immersion else Chance = 50 endif ; Modifiers if (ARace == raceORC) Chance -= 40 ; Orcs endif Chance -= (3-Morality)*15 ; Any value below 3 lower chance by 15% units Faithful = (Utility.RandomInt(1,100) <= Chance) ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Submissive if (Gender == 0) Chance = 40 ; Males else ; females Chance = 60 ; Females endif ; Modifiers Chance -= (10 * Confidence) Submissive = (Utility.RandomInt(1,100) <= Chance) ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Dominant if (Gender == 0) Chance = 40 ; Males else ; females Chance = 20 ; Females endif ; Modifiers if (ARace == raceORC) Chance += 30 ; Orcs endif Chance += (10 * Confidence) Dominant = (Utility.RandomInt(1,100) <= Chance) ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Rapist if (Gender == 0) Chance = 20 ; Males else Chance = 10 ; Females endif ; Modifiers if (ARace == raceORC) Chance += 30 endif Chance += (3-Morality)*15 Rapist = (Utility.RandomInt(1,100) <= Chance) ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Racist Chance = 50 Racist = (Utility.RandomInt(1,100) <= Chance) ; Modifiers if (ARace == raceORC) Chance -= 30 elseif (ARace == raceARGONIAN) Chance += 100 elseif (ARace == raceKHAJIT) Chance += 100 endif ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Sizequeen Chance = 50 ; Modifiers if (ARace == raceREDGUARD) Chance += 30 endif Chance += (10 * Confidence) Sizequeen = (Utility.RandomInt(1,100) <= Chance) ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Golddigger Chance = 50 ; Modifiers Chance += (30 * (Assistance == 0) as int) ; Helps no one -> selfish -> high chance Golddigger = (Utility.RandomInt(1,100) <= Chance) ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Excluded Chance = 0 ; No one gets excluded by default Excluded = (Utility.RandomInt(1,100) <= Chance) ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Victim Chance = 5 ; Bad luck... you stutter or something ; Modifiers if (ActorRef.GetRace() == raceKHAJIT) Chance += 30 endif Chance -= (2 * Confidence) Victim = (Utility.RandomInt(1,100) <= Chance) ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Prostitution Chance = 50 Prostitution = (Utility.RandomInt(1,100) <= Chance) ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; PlaceholderD Chance = 50 PlaceholderD = (Utility.RandomInt(1,100) <= Chance) ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; PlaceholderE Chance = 50 PlaceholderE = (Utility.RandomInt(1,100) <= Chance) ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; PlaceholderF Chance = 50 PlaceholderF = (Utility.RandomInt(1,100) <= Chance) ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; PlaceholderG Chance = 50 PlaceholderG = (Utility.RandomInt(1,100) <= Chance) ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; endfunction
y_sengaku Posted August 6, 2016 Posted August 6, 2016 Thank you for taking your time and effort in checking/explaining the situation, and sorry for not attaching the log to my previous post (for clarifying the situation further). Well, all I could understand from your explanations as well as my experiences (log) is that either the script sometimes has difficulty in finding the pre-defined reference with a refid from the .json preset file even if it actually has the correct reference, or, the randomization can happen/overwrite regardless of the existence of such pre-defined reference. #At first I expected something wrong with getting refid function, but your script (posted above) seems to have nothing to do with such error. The following files (logs) also concerns some of such 'problematic' actors from Camp Varglya: http://www.nexusmods.com/skyrim/mods/72805/ In fact, SLSL could apparently could not find any of actors' (including some female soldiers and the pet wolf (Tullius the Icewolf)) pre-defined statuses in the .json preset file even if their refids was correct - I had double-checked both in the game with mfgconcole and out of the game with TesvRefidPicker - Showing RefID of NPC. Papyrus.0.tweaked.log adcSLSL CampVarglya.esp.json CampVarglya_preset_excerpt.xlsx
Dooge Posted August 6, 2016 Author Posted August 6, 2016 I can add the refID of actor in the MCM menu, that way we know if the copy in the game is the same we are trying to set in the configuration file. Some mods have multiple versions of the same actor, each have different refID. But... the log speaks hard language, it is trying to set the correct refID and the refID is in the file, so the above does not seem to be the case. Does this always happen or does it sometimes work? If it is random it may help if my script tried twice before shuffing the values. Don't know if this is relevant but sometimes the files have two tabulators before the values, some files have two tabulators and then two white spaces that are not regular spaces. I can see this with program called sublime text. This might brake the json file.
y_sengaku Posted August 7, 2016 Posted August 7, 2016 Thank you for your quick response! I can add the refID of actor in the MCM menu, that way we know if the copy in the game is the same we are trying to set in the configuration file. Some mods have multiple versions of the same actor, each have different refID. Does this always happen or does it sometimes work? If it is random it may help if my script tried twice before shuffing the values. 1. RefID of actor in MCM I completely agree with your idea, and it would be much easier to collate the actor with the defined traits in the preset file, although all the possible mod user of SLSL must already have installed MfgConsole and its functionality of seeing actor's RefID/BaseID and some relevant information in the game as an appendix of Sexlab Framework itself. 2. Randomness of this bug of failed loading of pre-defined traits The former (always happen as long as the same .esp/.json file), although I'm not sure whether it primarily depends on the master .esp file (that contains 'problematic' actors ) itself, or rather depends on the .json preset file based on the .esp file. This is also the former (depending on .esp file) is the likelier, however, since the tweak/ re-compile of .json preset file neither has improved nor worsened the situation. No matter how I tweaked/ re-compiled (both manually with notepad or with your convert file from .csv calculator), the script has always ignored the predefined traits of Hoth in the preset file , and, on the other hand, no matter how I tweaked and even loaded in the same cell, the script has never failed in recognizing .json preset file of non-problematic .esps/actors like Sofia or Toccata.
Dooge Posted August 7, 2016 Author Posted August 7, 2016 Thank you for your quick response! I can add the refID of actor in the MCM menu, that way we know if the copy in the game is the same we are trying to set in the configuration file. Some mods have multiple versions of the same actor, each have different refID. Does this always happen or does it sometimes work? If it is random it may help if my script tried twice before shuffing the values. 1. RefID of actor in MCM I completely agree with your idea, and it would be much easier to collate the actor with the defined traits in the preset file, although all the possible mod user of SLSL must already have installed MfgConsole and its functionality of seeing actor's RefID/BaseID and some relevant information in the game as an appendix of Sexlab Framework itself. 2. Randomness of this bug of failed loading of pre-defined traits The former (always happen as long as the same .esp/.json file), although I'm not sure whether it primarily depends on the master .esp file (that contains 'problematic' actors ) itself, or rather depends on the .json preset file based on the .esp file. This is also the former (depending on .esp file) is the likelier, however, since the tweak/ re-compile of .json preset file neither has improved nor worsened the situation. No matter how I tweaked/ re-compiled (both manually with notepad or with your convert file from .csv calculator), the script has always ignored the predefined traits of Hoth in the preset file , and, on the other hand, no matter how I tweaked and even loaded in the same cell, the script has never failed in recognizing .json preset file of non-problematic .esps/actors like Sofia or Toccata. OK I added the details to MCM, and tested with Hoth. Seems like the ID does not match in-game and in-file.
luffyboy Posted August 7, 2016 Posted August 7, 2016 glad to see you back dooge. with OSA up and coming and having this really interesting profile module, would it be difficult to port the mod over for OSA?
y_sengaku Posted August 7, 2016 Posted August 7, 2016 Thank you for your hard work of updating the mod as well as checking my 'bug' report! The new feature seems to be very useful for identifying the problem, although I still suffer from the warning of 'Actor X (??) is not predefined in the .json file' even if the refid of that actor (X/??) is correctly recorded in the .json file. Apparently I overlooked the refid mismatch of Hoth between his .json preset and the refid in the game, so the primary cause of not recognizing the 'correct' refid must found somewhere in the .json files compiled by mine. I afraid that almost none of my 'simplified' presets for some non-vanilla actors/ mods (attached as appendixes) that you kindly incorporated into the mod package in the latest update (1.4.1) cannot work as intended due to this problem. The following are another example of non-working preset file: MOD: Aurora Village (Real Shelter ver.): http://www.nexusmods.com/skyrim/mods/41852/ Papyrus.0.auroravillage.log adcSLSL AuroraVillage.esp.json Is there any (preferably free) software to check/fix these .json file's syntax as valid files? [edit]: thanks! I'll try to fix the error! [edit2]: OK, deleting two spaces works. Now the script can recognize all the previously problematic .json files. I really thank you!
Dooge Posted August 7, 2016 Author Posted August 7, 2016 If you go to http://jsonlint.com/ with the json you posted on your last reply, you see the two odd spaces, they indeed cause errors, at least according to that website.
y_sengaku Posted August 8, 2016 Posted August 8, 2016 OK, I found out that some mistakes in my .xslx sheet for the .json preset caused my trouble. I really thank Dooge to take his time of checking the format of .json file. I checked all the 'simplified' preset for some non-vanilla actors (originally attached as appendices of my simplified vanilla preset), and updated them by correcting the syntax error of the .json files, and also, added presets for some additional city expansion/ quest mods. ys_non_vanilla_actors_preset_20160808.7z This package includes preset .json files for the following mods, although I assume that most of them had already been included in the simplified vanilla preset (attached to v 1.4.1) in non functioning condition: Atvir Dres: The Last Prince of Tear: http://www.nexusmods.com/skyrim/mods/19348/ (Updated Version)http://www.nexusmods.com/skyrim/mods/51915/ Aurora Village (working confirmed in v 1.5.2/ Real Shelter Ver.): http://www.nexusmods.com/skyrim/mods/41852/ Beyond Reach (v 3.52): http://www.nexusmods.com/skyrim/mods/48467/ Blood of the Nord (v 1.01): http://www.nexusmods.com/skyrim/mods/72817/ Camp Argentum (working confirmed in friendly ver.): http://www.nexusmods.com/skyrim/mods/72685/ Camp Varglya (working confirmed in friendly ver.): http://www.nexusmods.com/skyrim/mods/72805/ Carry on Skyrim: Professor Benjamin Doon (v 2.2): http://www.nexusmods.com/skyrim/mods/53557/ Companion Valfar (v 1.4): http://www.nexusmods.com/skyrim/mods/25360/ Darkwater Crossing (v 1.0.5): http://www.nexusmods.com/skyrim/mods/67305/ Edward Teach aka Blackbeard the Pirate (v 1.9.1): http://www.nexusmods.com/skyrim/mods/41311/ The Forgotten City (v 1.5.0): http://www.nexusmods.com/skyrim/mods/70219/ Helgen Reborn (v 105.3): http://www.nexusmods.com/skyrim/mods/35841/ Kynesgrove (v 1.1.4): http://www.nexusmods.com/skyrim/mods/67181/ Old Hroldan Ruins (Extended Ver. 2.6): http://www.nexusmods.com/skyrim/mods/66578/ Immersive Idiots - Roderick Redbeard (v 1.03): http://www.nexusmods.com/skyrim/mods/61441/ Shor's Stone (v 1.0.2): http://www.nexusmods.com/skyrim/mods/70751/
Dooge Posted August 8, 2016 Author Posted August 8, 2016 OK, I found out that some mistakes in my .xslx sheet for the .json preset caused my trouble. I really thank Dooge to take his time of checking the format of .json file. I checked all the 'simplified' preset for some non-vanilla actors (originally attached as appendices of my simplified vanilla preset), and updated them by correcting the syntax error of the .json files, and also, added presets for some additional city expansion/ quest mods. ys_non_vanilla_actors_preset_20160808.7z This package includes preset .json files for the following mods, although I assume that most of them had already been included in the simplified vanilla preset (attached to v 1.4.1) in non functioning condition: Atvir Dres: The Last Prince of Tear: http://www.nexusmods.com/skyrim/mods/19348/ (Updated Version)http://www.nexusmods.com/skyrim/mods/51915/ Aurora Village (working confirmed in v 1.5.2/ Real Shelter Ver.): http://www.nexusmods.com/skyrim/mods/41852/ Beyond Reach (v 3.52): http://www.nexusmods.com/skyrim/mods/48467/ Blood of the Nord (v 1.01): http://www.nexusmods.com/skyrim/mods/72817/ Camp Argentum (working confirmed in friendly ver.): http://www.nexusmods.com/skyrim/mods/72685/ Camp Varglya (working confirmed in friendly ver.): http://www.nexusmods.com/skyrim/mods/72805/ Carry on Skyrim: Professor Benjamin Doon (v 2.2): http://www.nexusmods.com/skyrim/mods/53557/ Companion Valfar (v 1.4): http://www.nexusmods.com/skyrim/mods/25360/ Darkwater Crossing (v 1.0.5): http://www.nexusmods.com/skyrim/mods/67305/ Edward Teach aka Blackbeard the Pirate (v 1.9.1): http://www.nexusmods.com/skyrim/mods/41311/ The Forgotten City (v 1.5.0): http://www.nexusmods.com/skyrim/mods/70219/ Helgen Reborn (v 105.3): http://www.nexusmods.com/skyrim/mods/35841/ Kynesgrove (v 1.1.4): http://www.nexusmods.com/skyrim/mods/67181/ Old Hroldan Ruins (Extended Ver. 2.6): http://www.nexusmods.com/skyrim/mods/66578/ Immersive Idiots - Roderick Redbeard (v 1.03): http://www.nexusmods.com/skyrim/mods/61441/ Shor's Stone (v 1.0.2): http://www.nexusmods.com/skyrim/mods/70751/ No, thank you for all the work you have put in. I will include your new fix to the next update.
Halleaon Posted August 9, 2016 Posted August 9, 2016 I seem to be having the same problem as threeddd33, after uninstalling 1.3.5 and installing either 1.4 or 1.4.1 I'm getting no interactions from anyone, the npcs never approach each other, i've set it to a 20 arousal threshhold, got everyone in a tavern horny and waited for an in-game week (just standing there watching the hours pass by) and no one approached anyone. if i turn on debugging to the screen it still says 'start on update function' every 20 seconds or so (because i set it to run at that) if i check the console it is validating the actors, but no one ever approaches anyone else. I even put it at the bottom of my load order in case something was interfereing, i've not added any new mods lately since it was last working so i'm not sure what is going on. edit: i can confirm switching back to 1.3.5 fixes it, i had people hitting on each other within minutes once i re-installed 1.3.5.
Dooge Posted August 9, 2016 Author Posted August 9, 2016 I seem to be having the same problem as threeddd33, after uninstalling 1.3.5 and installing either 1.4 or 1.4.1 I'm getting no interactions from anyone, the npcs never approach each other, i've set it to a 20 arousal threshhold, got everyone in a tavern horny and waited for an in-game week (just standing there watching the hours pass by) and no one approached anyone. if i turn on debugging to the screen it still says 'start on update function' every 20 seconds or so (because i set it to run at that) if i check the console it is validating the actors, but no one ever approaches anyone else. I even put it at the bottom of my load order in case something was interfereing, i've not added any new mods lately since it was last working so i'm not sure what is going on. edit: i can confirm switching back to 1.3.5 fixes it, i had people hitting on each other within minutes once i re-installed 1.3.5. OK I will have a look at it, I need to release 1.4.2 soon anyway for other reaons.
threeddd33 Posted August 9, 2016 Posted August 9, 2016 I got 1.41 to do something, but it only works if actors are selected as A1 A2. It doesn't fire on its own.
y_sengaku Posted August 9, 2016 Posted August 9, 2016 I got 1.41 to do something, but it only works if actors are selected as A1 A2. It doesn't fire on its own. I can also confirm this point: While the act (or conversation) between the selected actors can still be performed in 1.4.0+, the log tells (at least) me neither about 'why/how' the scanning resulted in no act/conversation nor which actor(s) was actually selected as A1/A2 according to the scan.
Dooge Posted August 9, 2016 Author Posted August 9, 2016 I got 1.41 to do something, but it only works if actors are selected as A1 A2. It doesn't fire on its own. I can also confirm this point: While the act (or conversation) between the selected actors can still be performed in 1.4.0+, the log tells (at least) me neither about 'why/how' the scanning resulted in no act/conversation nor which actor(s) was actually selected as A1/A2 according to the scan. When I removed YOU related code, I was really hasty about, I just commented it out without actually trying to understand the code, so most likely some part I took out was essential. This should be an easy thing to fix, as I left all the original code in there. One can expect a fix tonight. (GMT+1)
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