Guest Posted September 12, 2016 Posted September 12, 2016 ugh. I tried once more with NOTHING but scent of sex and requirements installed. No extra animations, no SAR, no bug fixes, not a goddamned thing. Once again, SSX pops up before I can even open the menu. I activate sexlab and it is done before the end of the cart ride. I get through the intro as far as reaching Helgen Keep and STILL nothing happens when I click the "install" button for SSX. Post your papyrus.log, please.
jwideman Posted September 12, 2016 Posted September 12, 2016 ugh. I tried once more with NOTHING but scent of sex and requirements installed. No extra animations, no SAR, no bug fixes, not a goddamned thing. Once again, SSX pops up before I can even open the menu. I activate sexlab and it is done before the end of the cart ride. I get through the intro as far as reaching Helgen Keep and STILL nothing happens when I click the "install" button for SSX. Post your papyrus.log, please. Papyrus.0.log
Guest Posted September 12, 2016 Posted September 12, 2016 Papyrus.0.log The init phase for you does not start at all. You sure you don't have a previous version of the mod lurking in your save game? (A version 1.2 or previous)
jwideman Posted September 12, 2016 Posted September 12, 2016 Papyrus.0.log The init phase for you does not start at all. You sure you don't have a previous version of the mod lurking in your save game? (A version 1.2 or previous) What save? It's a new game.
Guest Posted September 12, 2016 Posted September 12, 2016 I will give a deep look to the papyrus. But I saw nothing special on it except that the init was not happening.
jwideman Posted September 12, 2016 Posted September 12, 2016 If it helps, here's my loadorder: # This file was automatically generated by Mod Organizer. Skyrim.esm Update.esm Dawnguard.esm HearthFires.esm Dragonborn.esm Unofficial Skyrim Legendary Edition Patch.esp SexLab.esm HighResTexturePack01.esp HighResTexturePack02.esp HighResTexturePack03.esp SkyUI.esp FNIS.esp Scent of Sex.esp XPMSE.esp dD - Realistic Ragdoll Force - Realistic.esp RaceMenu.esp
Guest Posted September 12, 2016 Posted September 12, 2016 Very light install... I will check the exact config this evening.
satanfist Posted September 12, 2016 Posted September 12, 2016 Obsevations running creature and human based rules with SSX 1.3c (patches applied sequentially, overwritting files as required)Test environment: Location: Riverwood Timeline: After been given 'Dragon Rising' quest with troops dispatched to Riverwood. Actors: Several human males & females, One male dog ('stump' - (Main>Edit Timers ans Scenes) Skip actors in named scenes = NO) and one peculiar male cow with horns and udders (MC 2). I also have a horse grazing in Riverwood, befriended using 'Follower Live Package' (MCF 1). Debug: I have set all to 'N & T' and set all advanced settings as enabled. Rules: Bad Dog! (creature rule), Succubus (Two participant human rule), Just Do It! (One participant human rule) Player: Female, Bisexual NPC gender tags: Lazy Observations:1. I'm not convinced that the race MCM is working correctly. I was having a real game getting horse scenes to start, trying to tailor the races to my personal requirements. SSX doesn't always find a valid animation. e.g. Horses, where I have 5 potential animations doggystyle doggystyle2 doggystyle alt groping panic horse sucking Interestingly, by disabling all but 'doggystyle' (using Sexlab animation filtering) SSX refuses to allow 'horseses' race to be enabled (Whatever race this is. There was me thinking that the plural for horse was horses ). The only way to get 'horsees' enabled, is by ensuring that 'doggystyle2' is available. I have examined the search tags for all horse animations and there is no reference to horseses, only horse. Without 'horseses' enabled I get 'Bad Rule 6 - no sources - Bad Dog!' Pressing the 'Enable all Races' button in the race MCM, seems to be a cure-all. Cherry-picking races is problematic. once I re-enable horseses, the animtions run again but only 'doggystyle2', when I prfer 'doggystyle'. What's the deal with Cows? No matter how many times I disable cows in the race MCM, it keeps being re-enabled. I remember that in earlier versions of SSX 1.3, cows were included in human races. Has all reference to cows been removed from the code dealing with human aces? see Papyrus.0.log A number of times I've had some unusual actor/scene combinations. The Human rule 'Succubus' with Gaia as target and a Horse as source actor If the animation does runs it's invariably a 'Troll animation'.2. Although setting the passive action to 'females' works fine for human rules, in preventing males from being chosen as targets. This does not work for creature rules. This is no big deal as one would expect creatures not to descriminate, but it is an issue none the less. I have tried explicitly setting targets to females only, without success.3. Human rules run fine both with and without creature rules enabled. However, creature rules are very very reluctant to run with human rules. As soon as human rules are enabled, the scanner no longer detects creatures (MC or MCF - Papyrus.1.log for creature rule only).4. If the player is mounted (with the scanner enabled) and the mount is included in a scene, this can cause a ctd. From the log it is unclear whether SSX directly or indirectly causes the crash. The last entry in the log is info from 'Sexlab Arousal Redux', Gaia is the player mounted on the horse (MCF 1 - Source actor) and Brynhildr is a female follower (FHF 1 - Target actor) - see Papyrus.1.log [09/11/2016 - 05:00:40PM] SSX DEBUG: Adding Horse to Bad Dog! pos=1 Ma=TRUE Fo=TRUE Hu=False Na=TRUE SN=TRUE SS=TRUE AR=TRUE/0 he=TRUE/100 st=TRUE/100 ma=TRUE/100 Sle=False Snk=False Wea=False Com=False Ble=False Unc=False race=Horseses [09/11/2016 - 05:00:40PM] SSX DEBUG: GOOD rule, it can be filled: Bad Dog! [09/11/2016 - 05:00:40PM] SSX DEBUG: Rule Player: playing rules [09/11/2016 - 05:00:40PM] SSX DEBUG: Rule Checker - Rules checking completed. Found 1 valid rules. Restarting in 110 seconds. [09/11/2016 - 05:00:40PM] SSX DEBUG: Actor Stormcloak Soldier is removed because it is not valid [09/11/2016 - 05:00:40PM] SSX DEBUG: Actor Stormcloak Soldier is removed because it is not valid [09/11/2016 - 05:00:40PM] SSX DEBUG: Actor Stormcloak Soldier is removed because it is not valid [09/11/2016 - 05:00:41PM] SSX: Rule: Bad Dog! with Brynhildr and Horse [09/11/2016 - 05:00:41PM] SSX: Target: Brynhildr Source: Horse [09/11/2016 - 05:00:41PM] SSX DEBUG: Cell Scan: Adding Whiterun Guard [09/11/2016 - 05:00:42PM] SSX DEBUG: Combats stopped [09/11/2016 - 05:00:42PM] SSX: Starting scene for rule Bad Dog! [09/11/2016 - 05:00:43PM] SSX DEBUG: Scene Manager is going in active state (at least one scene running) [09/11/2016 - 05:00:51PM] Found 0 nakedActors [09/11/2016 - 05:00:51PM] slaScanner start time is ....4699.974121 [09/11/2016 - 05:00:52PM] Found 1 arousedActors [09/11/2016 - 05:00:52PM] slaScanner After getting actors is ....4701.108887, player is naked TRUE, Actor Count 1 [09/11/2016 - 05:00:53PM] [slainternalscr <sla_Internal (08083137)>]: Horse got 8 exposure for seeing naked Gaia [09/11/2016 - 05:00:53PM] slaScanner end time is ....4701.673828 [09/11/2016 - 05:00:53PM] Next update in 120.000000 I include the papyrus logs, config and rules used for testing.Hope this is helpful Bad Dog!.json Just Do It!.json Succubus.json Scent of Sex Config.json Papyrus.logs.7z
Nazzzgul666 Posted September 12, 2016 Posted September 12, 2016 Seems you're not the only one with a cow problem (captured dreams quest) http://imgur.com/a/Lr19C
rjn Posted September 12, 2016 Posted September 12, 2016 I liked the idea of Target/Source "must wear" in wearables in the earlier version, but it was inconvenient since it required a specific item. If you ever reconsider adding in a "must wear" option, could it just use tags (or less useful: slots)? It would be great if I could use tags as it would allow categories of items like: gags, wrist cuffs, blindfolds, belts or clothes/armor. I experimented with the rule sequencing and it seemed to work fine. My test was the first rule used kissing animations and then undressed the target at the end and equipped wrist cuffs. Triggered the second rule which chose aggressive bound animations and equipped a custom slave harness at the end. Lots of possibilities with this functionality. If we could access the other ZAP animations (turning around, kneeling bending over, etc.) you could build small scenes using your mod.
Guest Posted September 13, 2016 Posted September 13, 2016 I liked the idea of Target/Source "must wear" in wearables in the earlier version, but it was inconvenient since it required a specific item. If you ever reconsider adding in a "must wear" option, could it just use tags (or less useful: slots)? It would be great if I could use tags as it would allow categories of items like: gags, wrist cuffs, blindfolds, belts or clothes/armor. The option is still available. I use only a small subset of Zaz and DD though. I may expand it, but people has to provide the "keywords" they look for. And they have to be common enough to be used by other gamers.
cleavagesweat Posted September 13, 2016 Posted September 13, 2016 the aggressive animations config is a little confusing. i had it set to nvr use aggresive animes but found in did anyways.
jwideman Posted September 13, 2016 Posted September 13, 2016 I used the workaround and created some rules. I turned on notifications and I'm getting spammed with "No target" messages. Of course, I have a target set for each rule, so what does this mean?
Guest Posted September 13, 2016 Posted September 13, 2016 I used the workaround and created some rules. I turned on notifications and I'm getting spammed with "No target" messages. Of course, I have a target set for each rule, so what does this mean? "No target" means that no actor around fits the definition for the Target participant. Check your papyrus.log, it has more information about why it was not found.
rjn Posted September 13, 2016 Posted September 13, 2016 I liked the idea of Target/Source "must wear" in wearables in the earlier version, but it was inconvenient since it required a specific item. If you ever reconsider adding in a "must wear" option, could it just use tags (or less useful: slots)? It would be great if I could use tags as it would allow categories of items like: gags, wrist cuffs, blindfolds, belts or clothes/armor. The option is still available. I use only a small subset of Zaz and DD though. I may expand it, but people has to provide the "keywords" they look for. And they have to be common enough to be used by other gamers. Yes, I saw that on the "Nudity" page to define naked wearables. I was referring to defining a rule, where you used to be able to select wearable items that the target or source needed to be wearing to qualify for the rule. I don't see that option anymore, just "put on at start" or "put on at end". Also the drop-down selector for wearables on that page just shows inventory items, its not at all like the selection mechanism you set up for the "Nudity" page.
jwideman Posted September 13, 2016 Posted September 13, 2016 I used the workaround and created some rules. I turned on notifications and I'm getting spammed with "No target" messages. Of course, I have a target set for each rule, so what does this mean? "No target" means that no actor around fits the definition for the Target participant. Check your papyrus.log, it has more information about why it was not found. I thought it was a catastrophic error, like the rule thought it had no target selected. Anyway, turned off the notifications and my rules MOSTLY seem to be working right. I seem to have the problem with locations. I set up a few locations for the rule and NONE of the rules work. Same thing if they were set to interiors only. But clearing the locations makes all the rules work. I also seem to be having a problem asking for sex - when I get a positive response, no animations run, though they do run for everyone else. And finally, is there a way to filter who can be asked based on sexual preference? One accidental click, and I'm asking Lucan for sexual favors. Oh, and I can't seem to be able to ask certain NPCs, like Gerdur.
satanfist Posted September 13, 2016 Posted September 13, 2016 Hi, I am continuing to test creatures/human scenes with SSX 1.3c. I am using the same rules & config as posted in my last message. I have also added a new rule called Big Boy!, Target: generic & player (Female human & player) Source: specific (giant (skyrim)) Location: Secunda's Kiss FHF - Gunnr - Female follower MCF - Male creature follower - giant Player - Gaia - Female The scanner runs and actors are identified (FHF 1, FH 1, MCF 1), but I then get badrule 6 for all rules - no sources and no scenes start. The log is spammed with following warning about a Ref being in an unloaded cell [09/13/2016 - 07:38:05PM] warning: (0003550C): Ref is in an unloaded cell, so it cannot cast spells.. stack: [ (3A01C1B6)].SPELL.Cast() - "<native>" Line ? [ssxSM (3A0012C5)].ssxscenemanager.doSex() - "ssxSceneManager.psc" Line 516 [ssxSM (3A0012C5)].ssxscenemanager.StartSex() - "ssxSceneManager.psc" Line 177 [ (3A06177A)].ssx_SF_ssxScene2_0306177A.Fragment_2() - "ssx_SF_ssxScene2_0306177A.psc" Line 40 [ I have tried reloading the game, but the warning start immediately, as you can see from the log. Is this something I can stop and or avoid, or will I need to load a previous clean save? Papyrus.0.log.7z Big Boy!.json
Guest Posted September 13, 2016 Posted September 13, 2016 Hi, ... The error is due to the highlight of actors in some cases (change of interior cell or game reload when the highlight was in progress.) It is harmless (the highlight is implemented through a spell, and the magic effect has no more a valid actor. Cell unloaded.) P.S. I figure out the "Cow" problem. 1) Not a valid SexLab Creature Race. 2) Not valid Creature Keyword 3) Can speak to the player In this case, I assume it is human. I will forcibly set it as a creature race.
jwideman Posted September 13, 2016 Posted September 13, 2016 Either the race filtering doesn't work or I don't understand how to use it. I have set up a rule for vampires to get rapey at night. Now, I haven't run into any vampires yet, but... SSX says fuck it and selects actors that aren't vampires after reporting that it couldn't find any vampires. sigh.
satanfist Posted September 13, 2016 Posted September 13, 2016 Nice, I thought there was something odd about 'cows'. There are some weird races. Thinking about the 'horseses' race, I guess the additional 'es' on the end is not a typo, but a possible reference to 'elder scrolls'; Like magical horses, such as 'Arvak' the skeleton horse in Soul Cairn. Hope there is a resolution to the reluctance of creaure rules to run alongside human rules - fingers crossed it's not just me
Guest Posted September 13, 2016 Posted September 13, 2016 Nice, I thought there was something odd about 'cows'. There are some weird races. Thinking about the 'horseses' race, I guess the additional 'es' on the end is not a typo, but a possible reference to 'elder scrolls'; Like magical horses, such as 'Arvak' the skelton horse in Soul Cairn. Hope there is a resolution to the reluctance of creaure rules to run alongside human rules - fingers crossed it's not just me Be aware that the names you see for creature races are not really races. They are the SexLab raceTypes. For a long time, we had a race called Ckickens, that was just a miss-spelling of Chickens. Either the race filtering doesn't work or I don't understand how to use it. I have set up a rule for vampires to get rapey at night. Now, I haven't run into any vampires yet, but... SSX says fuck it and selects actors that aren't vampires after reporting that it couldn't find any vampires. sigh. Export your rule, I will give a look to it.
jwideman Posted September 13, 2016 Posted September 13, 2016 Nice, I thought there was something odd about 'cows'. There are some weird races. Thinking about the 'horseses' race, I guess the additional 'es' on the end is not a typo, but a possible reference to 'elder scrolls'; Like magical horses, such as 'Arvak' the skelton horse in Soul Cairn. Hope there is a resolution to the reluctance of creaure rules to run alongside human rules - fingers crossed it's not just me Be aware that the names you see for creature races are not really races. They are the SexLab raceTypes. For a long time, we had a race called Ckickens, that was just a miss-spelling of Chickens. Either the race filtering doesn't work or I don't understand how to use it. I have set up a rule for vampires to get rapey at night. Now, I haven't run into any vampires yet, but... SSX says fuck it and selects actors that aren't vampires after reporting that it couldn't find any vampires. sigh. Export your rule, I will give a look to it. Vampire Rapes.json
satanfist Posted September 14, 2016 Posted September 14, 2016 Hi,I'm trying to understand how to stop the following errorThe array I believe pertains to the number of rules allowed. In the debug MCM I have this setto 8. So valid index values would be between 0 and 7.[09/13/2016 - 11:52:50PM] ERROR: Array index 8 is out of range (0-7)stack: [ssxDC (3A01E767)].ssxDeferredConfigLoader.loadSSXConfig() - "ssxDeferredConfigLoader.psc" Line 219 [ssxDC (3A01E767)].ssxDeferredConfigLoader.manageConfig() - "ssxDeferredConfigLoader.psc" Line 26Examining the script ssxDeferredConfigLoader.psc at line 219, i = 0 int tot = JSONUtil.PathCount(ssx.configFile, ".rules") while i<tot ssx.getRule(ssx.configFile, false, i, ssx.rules[i] as ssxRule, None) ssx.rules[i].generateLocations() ssx.rules[i].clearValidActors() ssx.isConfigInProgress+=1 i+=1 endWhile it is clear that the variable 'tot' is exceeding the maximum valid value of 7I presume JSONUtil.PathCount determines the number of active rules from ".rules" section inthe config file (ssx.configFile). I currently have 4 active rules,Bad Dog!Big Boy!Just Do It!Succubus Scent of Sex Config.json
Guest Posted September 14, 2016 Posted September 14, 2016 Hi, I'm trying to understand how to stop the following error The array I believe pertains to the number of rules allowed. In the debug MCM I have this set to 8. So valid index values would be between 0 and 7. [09/13/2016 - 11:52:50PM] ERROR: Array index 8 is out of range (0-7) stack: [ssxDC (3A01E767)].ssxDeferredConfigLoader.loadSSXConfig() - "ssxDeferredConfigLoader.psc" Line 219 [ssxDC (3A01E767)].ssxDeferredConfigLoader.manageConfig() - "ssxDeferredConfigLoader.psc" Line 26 Examining the script ssxDeferredConfigLoader.psc at line 219, i = 0 int tot = JSONUtil.PathCount(ssx.configFile, ".rules") while i<tot ssx.getRule(ssx.configFile, false, i, ssx.rules[i] as ssxRule, None) ssx.rules[i].generateLocations() ssx.rules[i].clearValidActors() ssx.isConfigInProgress+=1 i+=1 endWhile it is clear that the variable 'tot' is exceeding the maximum valid value of 7 I presume JSONUtil.PathCount determines the number of active rules from ".rules" section in the config file (ssx.configFile). I currently have 4 active rules, Bad Dog! Big Boy! Just Do It! Succubus Good catch. The while should be: while i<tot && i<ssx.rules.length
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