Guest Posted September 22, 2015 Posted September 22, 2015 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.
mybrainhurts Posted September 22, 2015 Author Posted September 22, 2015 (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.
Guest Posted September 22, 2015 Posted September 22, 2015 ... 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.
mybrainhurts Posted September 22, 2015 Author Posted September 22, 2015 I don't think that's appropriate but it's your list.
Guest Posted September 22, 2015 Posted September 22, 2015 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.)
mybrainhurts Posted September 22, 2015 Author Posted September 22, 2015 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. 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.
Guest Posted September 22, 2015 Posted September 22, 2015 I'm just going to resolve the issue right now since it only involves editing a grand total of 2 lines of script. 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.)
mybrainhurts Posted September 22, 2015 Author Posted September 22, 2015 I'm just going to resolve the issue right now since it only involves editing a grand total of 2 lines of script. 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?
Guest Posted September 22, 2015 Posted September 22, 2015 "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
mybrainhurts Posted September 22, 2015 Author Posted September 22, 2015 "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.
Guest Posted September 23, 2015 Posted September 23, 2015 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
mybrainhurts Posted September 23, 2015 Author Posted September 23, 2015 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.
Guest Posted September 23, 2015 Posted September 23, 2015 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
mybrainhurts Posted September 23, 2015 Author Posted September 23, 2015 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.
NamelessF Posted September 23, 2015 Posted September 23, 2015 I still can't take paarthunax quest.. even I already met paarthunax. Console didn't work either.
mybrainhurts Posted September 23, 2015 Author Posted September 23, 2015 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
pinkpunkt Posted September 23, 2015 Posted September 23, 2015 who dafuq is Paarthurnax ? xD i thought i played AMP... or i get alzheimer :/
mybrainhurts Posted September 23, 2015 Author Posted September 23, 2015 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?
pinkpunkt Posted September 23, 2015 Posted September 23, 2015 i have a confession to make ! i stopped halfway through the mainquestline of skyrim. i tried it severel times since..without success lost motivation, even if its a great game!
mybrainhurts Posted September 23, 2015 Author Posted September 23, 2015 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?
aqqh Posted September 23, 2015 Posted September 23, 2015 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? now you need to make a quest in sovngarde empire celebration in windhelm rebel celebration in solitude etc
pinkpunkt Posted September 23, 2015 Posted September 23, 2015 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? wait what ? 2 quest from AMP i didnt figure out ? ok will they be obvious then?
sfeile Posted September 23, 2015 Posted September 23, 2015 They will show up when talking to Theana after the main quest requirement for them is filled.
pinkpunkt Posted September 23, 2015 Posted September 23, 2015 thank you I found my motivation xD! . . Okay finished the mainstory lets see about those quests...
pinkpunkt Posted September 24, 2015 Posted September 24, 2015 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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