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Dripping when aroused LE


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Posted

Because scripts and their current variables, strings, properties are baked into the save, and save game cleaners can't clean everything.

 

Yes, but when you uninstall a mod, isnt it supposed to stop running scripts, etc? Especially because those scripts no longer exist?

 

 

 

For the player virginity loss message and virginity claim message, can we have it to where the "Virginity Game Messages" option in the menu turns those notifications on and off?

 

Right now, the only thing that the option does is disables or enables the special messages on how many virginities have been claimed at certain milestones.

 

 

And another thing: Right now the player only loses their virginity through having an animation play that is tagged "Vaginal", and the player is the sub. Maybe the virginity check could be expanded to include checking for a male losing virginity without having to play as the sub of an animation tagged with "Vaginal"?

 well i guess so

 

well only the sub can loose virginity, since only sub is being penetrated

i've just checked down below and im 100% sure males dont have vagina, so they cant loose virginity

 

Im guessing the breathing effect option is broken for sex lab 1.62? It doesnt work and the papyrus is giving error messages for the breath spell.

 

Papyrus : http://pastebin.com/iim4jQtn

its not, just your save is dead and most scripts are broken(not only dw_)

 

 

How do i fix the save then? And why wouldnt reinstalling the mod fix the scripts?

 

Well it looks like breathing works, since you get errors from its script. But you have lots of errors like unable to bind or missing script.

You shold probably reinstall those mods checking if you have theyir dependencies

 

 

But breathing doesn't work because i'm not getting any breathing sounds...

 

What does "unable to bind" mean and what is the cause of it? How do i fix it? I've already reinstalled your mod and i'm not seeing any changes...I have the framework and sex lab aroused redux installed, which should be all the requirements i need...

 

Posted

Okay, but when i re-install the mod, isnt that supposed to make the scripts run again?

 

Just found this when i was searching for "unable to bind" : http://afkmods.iguanadons.net/index.php?/topic/4129-skyrim-interpreting-papyrus-log-errors/

 

 

 

This error is caused by a script extending one type but being used on an incorrect type. In this particular instance, DLC2WaterScript incorrectly extended ObjectReference when it should have extended ReferenceAlias. This is an error that must be corrected by the mod's author. It should self correct when the game loads after it's been fixed, but only once the content is no longer actively being used.

 

 

Posted

Scripts are savegame bound, if you don't specifically call for their removal, they'll stay in your savegame.

no... from what i understand, its not scripts but their properties, save have hard limit of 65k cstings, once you reach it ur done

beth could easily fix that limit but they cant be bothered

most mod authors dont bother optimizing scripts/ dont know how to, so they have dozens cstings/properties in use when they could have just 1

Posted

Have some problem here, although the mod show up on the mcm menu but when i click in there is only blank page without any option. Can anyone give me suggestion?

1) read changelog

2) do a clean save

Posted

Hello, I looked for my problem on Google and read some pages here but I can't find it. When I enable dipping for the NPCs they effectively drip but they start to disappear for a brief moment and appear soon after. Have anyone this kind of behaviour and know how to fix it?

Posted

It's an issue related to HDT and linked to the engine. I don't believe there is any way to fix it other than ignore it. If you look where the disappeared NPC was, you'll probably be able to interact with it. It's just a graphical "glitch".

Posted

It's an issue related to HDT and linked to the engine. I don't believe there is any way to fix it other than ignore it. If you look where the disappeared NPC was, you'll probably be able to interact with it. It's just a graphical "glitch".

 

They don't disappear completely they "blink". It's the same as when you make "disable", "enable" in console very quick but they do that permanently, so in sexlab animations it's not very pleasant. It's not the invisible HDT thing that happens now and then. If I disable the dripping they stop "blinking". I loaded another PC and that save doesn't have the problem, weird. Thank you.

Posted

 

It's an issue related to HDT and linked to the engine. I don't believe there is any way to fix it other than ignore it. If you look where the disappeared NPC was, you'll probably be able to interact with it. It's just a graphical "glitch".

 

They don't disappear completely they "blink". It's the same as when you make "disable", "enable" in console very quick but they do that permanently, so in sexlab animations it's not very pleasant. It's not the invisible HDT thing that happens now and then. If I disable the dripping they stop "blinking". I loaded another PC and that save doesn't have the problem, weird. Thank you.

 

I think its zaz fluid meshes problem, ive had that problem in blue palace, not sure if its fixable
Posted
I think its zaz fluid meshes problem, ive had that problem in blue palace, not sure if its fixable

 

Yes, exactly in Blue Palace, haven't tried outside with that character in fact.

Posted

 

I think its zaz fluid meshes problem, ive had that problem in blue palace, not sure if its fixable

 

Yes, exactly in Blue Palace, haven't tried outside with that character in fact.

 

 

This sort of flickering http://sendvid.com/cy8pt7gx ? (In which case for me it just sort of stopped doing it after a bit). (NSFW noisy background noise).

 

Posted

 

 

I think its zaz fluid meshes problem, ive had that problem in blue palace, not sure if its fixable

 

Yes, exactly in Blue Palace, haven't tried outside with that character in fact.

 

 

This sort of flickering http://sendvid.com/cy8pt7gx ? (In which case for me it just sort of stopped doing it after a bit). (NSFW noisy background noise).

 

 

 

Exactly that, but the NPCs. Ok, first time using the mod, I had to be in the buggy palace  :D

Posted

Two thingies...

 

1st)

 

DW_DrippingScr.psc -> OnPlayerLoadGame() -> missing CORE.RegisterForModEvent("AnimationEnd", "OnAnimationEnd")  

 

2nd)

 

And I hesitate to mention it as nobody has brought it up as a problem, but the disable on SL Animations option just wasn't working for me. On investigation the AnimationStart/End events just weren't being executed. So had to change DW_Cores.psc AnimationStart/End code to :-

 

 

string HasPlayerArg
Event OnAnimationStart(string hookName, string argString, float argNum, form sender)
	MiscUtil.PrintConsole("DW_CORE OnAnimationStart")	
	if !SexLab.HookController(argString).HasPlayer
		return
	endif

	MiscUtil.PrintConsole("DW_CORE IsPlayer")			
	HasPlayerArg = argString		
	Actor akActor = Game.GetPlayer()

	StorageUtil.SetIntValue(none,"DW.bAnimating", 1)
	Utility.wait(2)	; A bit of a pause, as it seemed to be re-enabling, (maybe still in the code before the next check?)
	if DW_ModState09.GetValue() == 1	;remove visuals
		akActor.RemoveSpell(DW_Visuals_Spell)
	endif
	if DW_ModState10.GetValue() == 1	;remove sound
		akActor.RemoveSpell(DW_Heart_Spell)
		akActor.RemoveSpell(DW_Breath_Spell)
	endif
endevent

Event OnAnimationEnd(string hookName, string argString, float argNum, form sender)
	MiscUtil.PrintConsole("DW_CORE OnAnimationEnd")	
	if HasPlayerArg != argString
		return
	endif
	StorageUtil.SetIntValue(none,"DW.bAnimating", 0)
endevent

 

 

That seems to work for me. I'm using the current version of SL, (i.e. 1.62), however in Enderal. (my Skyrim install currently hived off for lack of diskspace reasons at the moment). Anyway just seemed odd.

 

 

 

 

Posted

 

Scripts are savegame bound, if you don't specifically call for their removal, they'll stay in your savegame.

no... from what i understand, its not scripts but their properties, save have hard limit of 65k cstings, once you reach it ur done

beth could easily fix that limit but they cant be bothered

most mod authors dont bother optimizing scripts/ dont know how to, so they have dozens cstings/properties in use when they could have just 1

 

 

Uh...so why wont the breathing work and why does the papyrus log keep throwing out unable to bind errors? Isnt that an error in the mod itself?

Posted

Two thingies...

 

1st)

 

DW_DrippingScr.psc -> OnPlayerLoadGame() -> missing CORE.RegisterForModEvent("AnimationEnd", "OnAnimationEnd")  

 

2nd)

 

And I hesitate to mention it as nobody has brought it up as a problem, but the disable on SL Animations option just wasn't working for me. On investigation the AnimationStart/End events just weren't being executed. So had to change DW_Cores.psc AnimationStart/End code to :-

 

 

string HasPlayerArg
Event OnAnimationStart(string hookName, string argString, float argNum, form sender)
	MiscUtil.PrintConsole("DW_CORE OnAnimationStart")	
	if !SexLab.HookController(argString).HasPlayer
		return
	endif

	MiscUtil.PrintConsole("DW_CORE IsPlayer")			
	HasPlayerArg = argString		
	Actor akActor = Game.GetPlayer()

	StorageUtil.SetIntValue(none,"DW.bAnimating", 1)
	Utility.wait(2)	; A bit of a pause, as it seemed to be re-enabling, (maybe still in the code before the next check?)
	if DW_ModState09.GetValue() == 1	;remove visuals
		akActor.RemoveSpell(DW_Visuals_Spell)
	endif
	if DW_ModState10.GetValue() == 1	;remove sound
		akActor.RemoveSpell(DW_Heart_Spell)
		akActor.RemoveSpell(DW_Breath_Spell)
	endif
endevent

Event OnAnimationEnd(string hookName, string argString, float argNum, form sender)
	MiscUtil.PrintConsole("DW_CORE OnAnimationEnd")	
	if HasPlayerArg != argString
		return
	endif
	StorageUtil.SetIntValue(none,"DW.bAnimating", 0)
endevent

 

That seems to work for me. I'm using the current version of SL, (i.e. 1.62), however in Enderal. (my Skyrim install currently hived off for lack of diskspace reasons at the moment). Anyway just seemed odd.

 

 isnt adding

CORE.RegisterForModEvent("AnimationEnd", "OnAnimationEnd")

is enough?

 

 

 

Scripts are savegame bound, if you don't specifically call for their removal, they'll stay in your savegame.

no... from what i understand, its not scripts but their properties, save have hard limit of 65k cstings, once you reach it ur done

beth could easily fix that limit but they cant be bothered

most mod authors dont bother optimizing scripts/ dont know how to, so they have dozens cstings/properties in use when they could have just 1

 

 

Uh...so why wont the breathing work and why does the papyrus log keep throwing out unable to bind errors? Isnt that an error in the mod itself?

 

cuz breathing is added with script, which i assume is not binded. well it could be, but mod is running ok in my skyrim and other ppls, so few things i can think of are that you've not correctly installed it, you have a mod conflict, one of your mods break other mods, or your save had too many mods and cant handle more
Posted

 

 

 

 isnt adding

CORE.RegisterForModEvent("AnimationEnd", "OnAnimationEnd")

is enough?

 

 

Yes you are right it should be enough, but in the current 2016/09/09 release that line isn't there. :shy:

 

Posted

Well yes, as i mentioned before, there is an unable to bind error which seems to indicate a problem with your mod itself, based on the page i linked before.

 

Reinstalling did not help as I have mentioned.

 

Are you sure that its working fine for literally everyone else? Can you try doing a quick load and see if you get the same unable to bind error in your papyrus log please?

Posted

Well yes, as i mentioned before, there is an unable to bind error which seems to indicate a problem with your mod itself, based on the page i linked before.

 

Reinstalling did not help as I have mentioned.

 

Are you sure that its working fine for literally everyone else? Can you try doing a quick load and see if you get the same unable to bind error in your papyrus log please?

well, since you asking nicely, ive tried, started new game and everything is working

Posted

Try uninstalling, going ingame, save and quit, clean the save, go back ingame, save and quit again, then re-install DW.

 

As for being borked , the current version is working fine for me, no spam messages and all my girls are dripping, squirting and leaking cum just like always.

Posted

Hi! Im not sure is this the right place to ask, is it possible to increase the dripping duration after sex? 

I think 60 sec is enough, but if you want, you can edit spell duration with tesedit/ck
Posted

Issues:
There seems to be 1-2sec warping(visual dissapearence) of charactes in Blue Palace, problem seems to be in zaz fluidity effects, no idea what is the cause or how to fix it.

 

I have had this problem for a long time, long before i installed DWA.  I don't think it has anything to do with your mod.   But I am no expert.  

 

 

Thank you for your contribution to the community, your MOD rocks! 

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