Carida Posted June 9, 2017 Posted June 9, 2017 Greetings, Small issue, is there a way to stop the scripts not running warning? It checks itself after and all the scripts are running of course, its simply that my game is very script heavy and all the effects are working just fine, but the message will keep going continuously until I have to delete that save and go back to a previous one. Thank you for the mod, its pretty much perm in my load order -C
Ed86 Posted June 10, 2017 Author Posted June 10, 2017 Greetings, Small issue, is there a way to stop the scripts not running warning? It checks itself after and all the scripts are running of course, its simply that my game is very script heavy and all the effects are working just fine, but the message will keep going continuously until I have to delete that save and go back to a previous one. Thank you for the mod, its pretty much perm in my load order -C DW_Status(dummy).7z
GorLP Posted June 10, 2017 Posted June 10, 2017 Hello everyone i need help Dripping wet plugin check: DS.plugincheck.sla status: error and DS.plugincheck.sos status: error install SexLab Aroused (Redux) Schlongs of Skyrim (Full) thanks i will try
Skullered Posted July 22, 2017 Posted July 22, 2017 The Disable during Sl anim options are currently broken because the callbacks for the AnimationStart and AnimationEnd events have their arguments set up incorrectly, which is also what's causing the error below: [07/22/2017 - 03:44:24PM] ERROR: Incorrect number of arguments passed. Expected 2, got 4.stack:<empty stack> Changing the code from this: Event OnAnimationStart(int threadID, bool HasPlayer) Actor akActor = Game.GetPlayer() if HasPlayer == true StorageUtil.SetIntValue(none,"DW.bAnimating", 1) 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 endif EndEvent Event OnAnimationEnd(int threadID, bool HasPlayer) if HasPlayer == true StorageUtil.SetIntValue(none,"DW.bAnimating", 0) endif EndEvent To this: Event OnAnimationStart(string eventName, string strArg, float numArg, Form sender) sslThreadController thread = SexLab.GetController(strArg as int) if thread.HasPlayer == true Actor akActor = Game.GetPlayer() StorageUtil.SetIntValue(none,"DW.bAnimating", 1) 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 endif EndEvent Event OnAnimationEnd(string eventName, string strArg, float numArg, Form sender) sslThreadController thread = SexLab.GetController(strArg as int) if thread.HasPlayer == true StorageUtil.SetIntValue(none,"DW.bAnimating", 0) endif EndEvent Solved both the error shown above, and the broken MCM options.
Ed86 Posted July 22, 2017 Author Posted July 22, 2017 The Disable during Sl anim options are currently broken because the callbacks for the AnimationStart and AnimationEnd events have their arguments set up incorrectly, which is also what's causing the error below: [07/22/2017 - 03:44:24PM] ERROR: Incorrect number of arguments passed. Expected 2, got 4. stack: <empty stack> Changing the code from this: Event OnAnimationStart(int threadID, bool HasPlayer) Actor akActor = Game.GetPlayer() if HasPlayer == true StorageUtil.SetIntValue(none,"DW.bAnimating", 1) 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 endif EndEvent Event OnAnimationEnd(int threadID, bool HasPlayer) if HasPlayer == true StorageUtil.SetIntValue(none,"DW.bAnimating", 0) endif EndEvent To this: Event OnAnimationStart(string eventName, string strArg, float numArg, Form sender) sslThreadController thread = SexLab.GetController(strArg as int) if thread.HasPlayer == true Actor akActor = Game.GetPlayer() StorageUtil.SetIntValue(none,"DW.bAnimating", 1) 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 endif EndEvent Event OnAnimationEnd(string eventName, string strArg, float numArg, Form sender) sslThreadController thread = SexLab.GetController(strArg as int) if thread.HasPlayer == true StorageUtil.SetIntValue(none,"DW.bAnimating", 0) endif EndEvent Solved both the error shown above, and the broken MCM options. hm... i think i've red somewhere that sexlab 1.6+ should use that events ... oh well
total13 Posted August 14, 2017 Posted August 14, 2017 Can you add milk from the nipples. When the character ends ? spray sorry my inglish
Guest Posted August 31, 2017 Posted August 31, 2017 i keep a geting a message tehat the script is not running and my be a false alarm but if it repeats tehm somthing is wrong and need to check load order i know they are correct
Ed86 Posted September 1, 2017 Author Posted September 1, 2017 i keep a geting a message tehat the script is not running and my be a false alarm but if it repeats tehm somthing is wrong and need to check load order i know they are correct try changing load order find mod that breaks your papyrus use dummy script to disable checks
Ed86 Posted September 1, 2017 Author Posted September 1, 2017 Can you add milk from the nipples. When the character ends ? spray sorry my inglish hm... cant motivate my self to do this... laziness have won use milkmod economy
gtcard Posted October 1, 2017 Posted October 1, 2017 figure i'll ask here first since this mod's effects are what i want to trigger: i have a werewolf char and i use moonlight tales to trigger forced transformations during full moon cycles only (i believe there's an option to trigger during partial moon cycles). i am wondering if it is possible to hook onto those transformation triggers to have a chance to increase player arousal during those events. i don't care too much about the transformation, but would like to have the random chance of an outside factor to cause a werewolf PC to go into heat and trigger all the visual and sound effects from DW.esp, and keep the PC arousal locked at the raised arousal until the moon passes. not sure how to go about this since i know very little about actual scripting
Ed86 Posted October 2, 2017 Author Posted October 2, 2017 figure i'll ask here first since this mod's effects are what i want to trigger: i have a werewolf char and i use moonlight tales to trigger forced transformations during full moon cycles only (i believe there's an option to trigger during partial moon cycles). i am wondering if it is possible to hook onto those transformation triggers to have a chance to increase player arousal during those events. i don't care too much about the transformation, but would like to have the random chance of an outside factor to cause a werewolf PC to go into heat and trigger all the visual and sound effects from DW.esp, and keep the PC arousal locked at the raised arousal until the moon passes. not sure how to go about this since i know very little about actual scripting that would be separate mod, not really have anything to do with DW, more like MT+SLA oh and MT doesnt have sources, so not worth the effort
Lodakai Posted October 2, 2017 Posted October 2, 2017 One thing I did notice when using this with SLSO, it really helps me to know which npc ended up climaxing in a F/F encounter. It's really handy for that visual reference. Although right now if I set it to SLA based (which I would prefer) I don't always see the reference since it's not 100% If you ever do revisit the code, it would be nice to have a minor squirt and a major gush that is SLA based. Doesn't even have to be a different texture or visual. Can just be a short spurt vs longer. Only if you decide to revisit the code though =) this mod has become more interesting and useful than I originally thought it would be. I guess it's the little details sometimes. Thanks for the work on this!
Baconator110 Posted October 26, 2017 Posted October 26, 2017 i keep getting the DW.plugincheck.sos off message. everything else is working please help lol i'm out of ideas
Ed86 Posted October 26, 2017 Author Posted October 26, 2017 i keep getting the DW.plugincheck.sos off message. everything else is working please help lol i'm out of ideas o.O install sos plugin
Baconator110 Posted October 30, 2017 Posted October 30, 2017 i keep getting the DW.plugincheck.sos off message. everything else is working please help lol i'm out of ideas o.O install sos plugin i figured it out...i put the script files for the sla and sos in the wrong place
GuruSR Posted November 13, 2017 Posted November 13, 2017 Getting: DS.plugincheck.sla status: error and DS.plugincheck.sos status: error Just not sure which sos plugin I'm to download/install (if it's in the original then it's in there), also I don't have Redux, I have the regular version of Sex Lab and the full version of SoS. GuruSR.
Ed86 Posted November 14, 2017 Author Posted November 14, 2017 On 11/13/2017 at 2:43 AM, GuruSR said: Getting: DS.plugincheck.sla status: error and DS.plugincheck.sos status: error Just not sure which sos plugin I'm to download/install (if it's in the original then it's in there), also I don't have Redux, I have the regular version of Sex Lab and the full version of SoS. GuruSR. did you put scripts in correct folders? post papyrus log
GuruSR Posted November 14, 2017 Posted November 14, 2017 did you put scripts in correct folders? post papyrus log I did, minus the optional files, I then looked at my log and there are errors for dw, just uncertain why. GuruSR. Papyrus.0.log
Ed86 Posted November 14, 2017 Author Posted November 14, 2017 (edited) 1 hour ago, GuruSR said: I did, minus the optional files, I then looked at my log and there are errors for dw, just uncertain why. GuruSR. Papyrus.0.log [11/14/2017 - 07:34:21AM] Cannot open store for class "dw_sla", missing file? [11/14/2017 - 07:34:21AM] Cannot open store for class "dw_sos", missing file? means scripts are not installed/missing from data/scripts or you have 2 many errors and papyrus decided to die Edited November 14, 2017 by Ed86
GuruSR Posted November 15, 2017 Posted November 15, 2017 15 hours ago, Ed86 said: [11/14/2017 - 07:34:21AM] Cannot open store for class "dw_sla", missing file? [11/14/2017 - 07:34:21AM] Cannot open store for class "dw_sos", missing file? means scripts are not installed/missing from data/scripts or you have 2 many errors and papyrus decided to die Got it, doing the mod's archive without any installer, so I put the "True" scripts into the scripts folder and there it is, working. Now to find something for the men. GuruSR.
Woomi Posted November 21, 2017 Posted November 21, 2017 There is an issue with the Dripping Spell, it doesn't fire and apply the Dripping Magic Effects. I tested the dripping effect on my current character, and a completely new character with Arousal Threshold set to the default value and 0, and while the Spell does get added when Arousal is high enough, the Magic Effect isn't. I tried removing the Conditions from the Spells in TES5Edit, but the Effect still won't apply. Everything else works properly; Bleeding, Squirting, etc., but the arousal and cum dripping Spells aren't. I'm using the latest version, SLA Redux, and SOS Full, as well as ZaZ.
Ed86 Posted November 21, 2017 Author Posted November 21, 2017 13 minutes ago, Woomi said: There is an issue with the Dripping Spell, it doesn't fire and apply the Dripping Magic Effects. I tested the dripping effect on my current character, and a completely new character with Arousal Threshold set to the default value and 0, and while the Spell does get added when Arousal is high enough, the Magic Effect isn't. I tried removing the Conditions from the Spells in TES5Edit, but the Effect still won't apply. Everything else works properly; Bleeding, Squirting, etc., but the arousal and cum dripping Spells aren't. I'm using the latest version, SLA Redux, and SOS Full, as well as ZaZ. it might not work in sole cells, try changing location get naked try again manually check if mod meshes and textures in correct places at Data as in archive
Woomi Posted November 21, 2017 Posted November 21, 2017 (edited) 19 hours ago, Ed86 said: it might not work in sole cells, try changing location get naked try again manually check if mod meshes and textures in correct places at Data as in archive I think I found the culprit. In the DW_DrippingScr script, you made it so it only adds the spell to the PC, but not cast it. ;dripping wet pc if CORE.SLA.GetActorArousal(akActor) >= DW_Arousal_threshold if StorageUtil.GetIntValue(none,"DW.UseSLGenderForDripp") != 1\ || (CORE.SexLab.GetGender( akActor ) == 1 && akActor.GetLeveledActorBase().GetSex() == 1 && StorageUtil.GetIntValue(none,"DW.UseSLGenderForDripp") == 1) akActor.AddSpell( CORE.DW_Dripping_Spell, false ) <------this line right here endif endif Every other function is correct and cast their spells correctly, even NPC dripping. (Which I disabled in game so I did not test it, but I'm sure it works.) ;dripping gag pc if CORE.DDi.IsWearingDDGag(akActor) || CORE.zbf.IsWearingZaZGag(akActor) CORE.DW_DrippingGag_Spell.cast( akActor ) endif ;dripping wet npc If CORE.SLA.GetActorArousal(aNPC) >= DW_Arousal_threshold If StorageUtil.GetIntValue(none,"DW.UseSLGenderForDripp") != 1\ || (CORE.SexLab.GetGender( aNPC ) == 1 && aNPC.GetLeveledActorBase().GetSex() == 1 && StorageUtil.GetIntValue(none,"DW.UseSLGenderForDripp") == 1) CORE.DW_Dripping_Spell.cast( aNPC ) EndIf EndIf I don't know if this is intentionally set up this way, but I think this is why the magic effect isn't firing. EDIT: Yep, that was it. I recompiled the script and tested it, my PC now fires the spell and plays the effect. I have the hot fix, if you'd let me post it here for everyone to download. :) EDIT2: If dripping isn't working for you, here's a hotfix: DW_Dripping Hotfix.rar Edited November 22, 2017 by Woomi 1
Ed86 Posted November 22, 2017 Author Posted November 22, 2017 9 hours ago, Woomi said: I think I found the culprit. In the DW_DrippingScr script, you made it so it only adds the spell to the PC, but not cast it. Reveal hidden contents ;dripping wet pc if CORE.SLA.GetActorArousal(akActor) >= DW_Arousal_threshold if StorageUtil.GetIntValue(none,"DW.UseSLGenderForDripp") != 1\ || (CORE.SexLab.GetGender( akActor ) == 1 && akActor.GetLeveledActorBase().GetSex() == 1 && StorageUtil.GetIntValue(none,"DW.UseSLGenderForDripp") == 1) akActor.AddSpell( CORE.DW_Dripping_Spell, false ) <------this line right here endif endif Every other function is correct and cast their spells correctly, even NPC dripping. (Which I disabled in game so I did not test it, but I'm sure it works.) Reveal hidden contents ;dripping gag pc if CORE.DDi.IsWearingDDGag(akActor) || CORE.zbf.IsWearingZaZGag(akActor) CORE.DW_DrippingGag_Spell.cast( akActor ) endif ;dripping wet npc If CORE.SLA.GetActorArousal(aNPC) >= DW_Arousal_threshold If StorageUtil.GetIntValue(none,"DW.UseSLGenderForDripp") != 1\ || (CORE.SexLab.GetGender( aNPC ) == 1 && aNPC.GetLeveledActorBase().GetSex() == 1 && StorageUtil.GetIntValue(none,"DW.UseSLGenderForDripp") == 1) CORE.DW_Dripping_Spell.cast( aNPC ) EndIf EndIf I don't know if this is intentionally set up this way, but I think this is why the magic effect isn't firing. EDIT: Yep, that was it. I recompiled the script and tested it, my PC now fires the spell and plays the effect. I have the hot fix, if you'd let me post it here for everyone to download. :) ive tried both variants, dont see difference, both things working fine sure you can post hotfix
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