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Posted

Hello MyBrainHurts.

 

Can I ask you if you (and your followers) tested your mod with Sexlab 1.6 HF2?

 

Some members are reporting problems, but in a confuse way.

Of course the author's response has priority.

Posted

(tl;dr AMP is compatible with SL1.6x provided people also have NSAP.)

 



Hello MyBrainHurts.

 

Can I ask you if you (and your followers) tested your mod with Sexlab 1.6 HF2?

 

Some members are reporting problems, but in a confuse way.

Of course the author's response has priority.

 

Hey CPU, thanks for asking. I read that post in the 1.6 compatible mods thread. I'm afraid I can't account for bizarre things like falling through floors. The same happens occasionally in every version of SexLab including 1.59c. Concerning ZAP, so far I have used 1) a pillory and associated idle and 2) some hogtie idles to be played during dialogue. I haven't had any problems with ZAP (although what I've used has nothing to do with SexLab).

 

AMP is compatible with 1.6. I've tested it inside out and it's compatible. There is one sticking point however:

 

There is one scene in AMP where I call upon two animations from NSAP by name. Since SL1.6 has renamed some animations from NSAP, the animation call will fail for people who have SL1.6 but do not also have NSAP.

 

I stated on my front page from the first day I uploaded this mod:

 

1. If you're using SexLab 1.60 you shouldn't need NSAP provided that SexLab retains NSAP's names for animations and doesn't delete any tags applied to animations in NSAP.

 

(I colored text for emphasis here.)

 

Since SL1.6 does indeed rename NSAP animations :@ , people using SL1.6 also must have NSAP. The next upload of AMP will require SL1.6.

 

In terms of SexLab calls and functions I use QuickStart very often, StartSex infrequently, and some thread controller functions very rarely. Everything I do is standard per 1.59c and as I understand it these functions are unaltered in SL1.6.

Posted

 

...

 

Hey CPU, thanks for asking. I read that post in the 1.6 compatible mods thread. I'm afraid I can't account for bizarre things like falling through floors. The same happens occasionally in every version of SexLab including 1.59c. Concerning ZAP, so far I have used 1) a pillory and associated idle and 2) some hogtie idles to be played during dialogue. I haven't had any problems with ZAP (although what I've used has nothing to do with SexLab).

 

AMP is compatible with 1.6. I've tested it inside out and it's compatible. There is one sticking point however:

 

There is one scene in AMP where I call upon two animations from NSAP by name. Since SL1.6 has renamed some animations from NSAP, the animation call will fail for people who have SL1.6 but do not also have NSAP.

 

I stated on my front page from the first day I uploaded this mod:

 

...

 

 

Since SL1.6 does indeed rename NSAP animations :@ , people using SL1.6 also must have NSAP. The next upload of AMP will require SL1.6.

 

In terms of SexLab calls and functions I use QuickStart very often, StartSex infrequently, and some thread controller functions very rarely. Everything I do is standard per 1.59c and as I understand it these functions are unaltered in SL1.6.

 

Thank you. I will report it as "Problematic" and state that you need NSAP for it to work properly.

Consider using no more the GetAnimationByName() but the GetAnimationByRegistry(String animID) for the SL 1.6 version.

Posted

I don't think that's appropriate but it's your list.

 

It is your mod. You are the author.

So you have the last word on it.

 

Compatible means: not a single problem. Works just fine.

Problematic means: it works but you should be aware of this and that (with a description of the problems)

Not Compatible means: forget about it. It just does not work.

 

Report your point of view and it will be accepted right away. (Maybe do it directly in the thread, or do it here, and I will port it back to the other thread.)

Posted

 

I don't think that's appropriate but it's your list.

 

It is your mod. You are the author.

So you have the last word on it.

 

Compatible means: not a single problem. Works just fine.

Problematic means: it works but you should be aware of this and that (with a description of the problems)

Not Compatible means: forget about it. It just does not work.

 

Report your point of view and it will be accepted right away. (Maybe do it directly in the thread, or do it here, and I will port it back to the other thread.)

 

 

I'm just going to resolve the issue right now since it only involves editing a grand total of 2 lines of script.  :lol: Even so, I still want to test it, so give me a few hours to upload a version that is fully compatible with 1.6x.

 

 

For the people who will be unhappy about this: Switch to 1.6x.  :) It's easy and it is rock-solid in my experience.

Posted

 

I'm just going to resolve the issue right now since it only involves editing a grand total of 2 lines of script.  :lol: Even so, I still want to test it, so give me a few hours to upload a version that is fully compatible with 1.6x.

 

 

For the people who will be unhappy about this: Switch to 1.6x.  :) It's easy and it is rock-solid in my experience.

 

 

I completely agree. SL 1.6 HF2 is rock solid.

 

As soon as your mod will be updated I will "promote" it to the fully compatible section.

Just let me know if you will use some SL1.6 only functions or not. (So I can mark it in the proper way.)

Posted

 

 

I'm just going to resolve the issue right now since it only involves editing a grand total of 2 lines of script.  :lol: Even so, I still want to test it, so give me a few hours to upload a version that is fully compatible with 1.6x.

 

 

For the people who will be unhappy about this: Switch to 1.6x.  :) It's easy and it is rock-solid in my experience.

 

 

I completely agree. SL 1.6 HF2 is rock solid.

 

As soon as your mod will be updated I will "promote" it to the fully compatible section.

Just let me know if you will use some SL1.6 only functions or not. (So I can mark it in the proper way.)

 

 

What does "mark it in the proper way" mean?  On your list, mods are noted as compatible, problematic, or incompatible. Is there a further criterion involving what SL functions are used?

Posted

"mark in the proper way":

  • Compatible with SL 1.6 and requires SL 1.6
  • Compatible with SL 1.6 but NOT required

Right now only Oral Only 2.0 requires explicitly SL 1.6

 

Posted

"mark in the proper way":

  • Compatible with SL 1.6 and requires SL 1.6
  • Compatible with SL 1.6 but NOT required

Right now only Oral Only 2.0 requires explicitly SL 1.6

 

Oh, I see! Well in that case since I'm still calling two animations by name, and since those names are found only in SL1.6, SL1.6x will be required.

Posted

 

 

 

Oh, I see! Well in that case since I'm still calling two animations by name, and since those names are found only in SL1.6, SL1.6x will be required.

 

 

OK.

Small advice. Use:

sslBaseAnimation function GetAnimationByRegistry(string Registry)

In this case, if the name of the animation will change, you still get it.

The Registry is the ID of the animation. And this one is stable in SexLab, and NSAP. And probably in MNC (but I never checked the stability of IDs in MNC.)

 

This function is available only in SL 1.6

Posted

 

 

 

 

Oh, I see! Well in that case since I'm still calling two animations by name, and since those names are found only in SL1.6, SL1.6x will be required.

 

 

OK.

Small advice. Use:

sslBaseAnimation function GetAnimationByRegistry(string Registry)

In this case, if the name of the animation will change, you still get it.

The Registry is the ID of the animation. And this one is stable in SexLab, and NSAP. And probably in MNC (but I never checked the stability of IDs in MNC.)

 

This function is available only in SL 1.6

 

 

Thanks for the tip - I'll do it that way. (Is the ID of the animation in meshes/actors/character/animations/sexlab? As in "Leito_Blowjob" for example? Sorry for a stupid question but I don't see GetAnimationByRegistry on SexLab's page.) (Never mind - I found it. Duh.)

 

 

Here's the thing though - I'm using rydin's spanking animations and they are not in SexLab (I think). So no matter what names or functions I use NSAP will always be a requirement. That being the case, AMP is right now compatible with 1.6x but it is not required. NSAP is always required. I need to update the front page so it is clear that NSAP is not optional regardless of the SL version a player uses.

 

I'm still going to switch over to GetAnimationByRegistry so I won't have to worry about name changes anymore. But only after I do that will 1.6x be required.

Posted

 

 

 

 

Thanks for the tip - I'll do it that way. (Is the ID of the animation in meshes/actors/character/animations/sexlab? As in "Leito_Blowjob" for example? Sorry for a stupid question but I don't see GetAnimationByRegistry on SexLab's page.)

 

 

Here's the thing though - I'm using rydin's spanking animations and they are not in SexLab (I think). So no matter what names or functions I use NSAP will always be a requirement. That being the case, AMP is right now compatible with 1.6x but it is not required. NSAP is always required. I need to update the front page so it is clear that NSAP is not optional regardless of the SL version a player uses.

 

I'm still going to switch over to GetAnimationByRegistry so I won't have to worry about name changes anymore. But only after I do that will 1.6x be required.

 

 

The ID of the animation is the name of the function that registers the animation.

You can find it in the files:

  • sslAnimationDefaults.psc for SexLab
  • NSAPAnimationsScript.psc for NSAP
Posted

 

 

 

 

 

Thanks for the tip - I'll do it that way. (Is the ID of the animation in meshes/actors/character/animations/sexlab? As in "Leito_Blowjob" for example? Sorry for a stupid question but I don't see GetAnimationByRegistry on SexLab's page.)

 

 

Here's the thing though - I'm using rydin's spanking animations and they are not in SexLab (I think). So no matter what names or functions I use NSAP will always be a requirement. That being the case, AMP is right now compatible with 1.6x but it is not required. NSAP is always required. I need to update the front page so it is clear that NSAP is not optional regardless of the SL version a player uses.

 

I'm still going to switch over to GetAnimationByRegistry so I won't have to worry about name changes anymore. But only after I do that will 1.6x be required.

 

 

The ID of the animation is the name of the function that registers the animation.

You can find it in the files:

  • sslAnimationDefaults.psc for SexLab
  • NSAPAnimationsScript.psc for NSAP

 

 

Yeah, I just found it myself.

Posted

I still can't take paarthunax quest.. even I already met paarthunax. Console didn't work either. 

 

To start with the obvious: Paarthurnax cannot be disabled or dead.

 

Go back to a save before you tried the Paarthurnax quest. You should be able to start the quest in the console: StartQuest NA_PS_Paarthurnax

 

Check the following in the console:

 

     sqv NA_SQ_Paarthurnax

 

Let me know if any aliases are listed as "NONE". If any are, you can stop troubleshooting here. Otherwise the remaining conditions to check are:

 

     help NA_SQ_Inactive  ; should be != 6

 

     sqv MQ204  ; stage should be >= 200

 

     help NA_MainQuestState  ; should be >= 7

 

     sqv NA_Main  ; stage should be >= 10

Posted

who dafuq is Paarthurnax ? xD i thought i played AMP... or i get alzheimer :/

 

You don't know who Paarthurnax is?  Forget AMP - have you played Skyrim's Main Quest? Or have i misunderstood your question?

Posted

i have a confession to make :D! i stopped halfway through the mainquestline of skyrim. i tried it severel times since..without success :( lost motivation, even if its a great game!

Posted

If you want the Paarthurnax quest you'll need to do Skyrim's main quest. You should also join the College of Winterhold if you want the quest associated with the College.

 

Feeling motivated yet? :P

now you need to make a quest in sovngarde

empire celebration in windhelm

rebel celebration in solitude

 

etc 

 

:lol:

Posted

If you want the Paarthurnax quest you'll need to do Skyrim's main quest. You should also join the College of Winterhold if you want the quest associated with the College.

 

Feeling motivated yet? :P

wait what ?:D 2 quest from AMP i didnt figure out ?:o ok will they be obvious then? 

Posted

well at    sqv NA_SQ_Paarthurnax   everything is none. 

 

 help NA_SQ_Inactive  ; should be != 6      is 0 for me

 

     sqv MQ204  ; stage should be >= 200       check

     help NA_MainQuestState  ; should be >= 7  check

     sqv NA_Main  ; stage should be >= 10  check 

 

 

and how far do you have to play for winterholdcollege, couldnt get that either :(  ...i feel so dumb xD

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