Pet1Pet Posted September 18, 2016 Posted September 18, 2016 Nice to know about the difference between "Cell Scan" and "Scan by Aliases". Btw, I encountered the "location scan will stop working after a while" bug once or twice with ver1.3e. Though I noticed that the 1.3e change log didn't mention a fix. No rush though.
Guest Posted September 18, 2016 Posted September 18, 2016 How is it off-topic? This isn't something I've seen without SSX and it seems like something SSX could cause. Not a single chance this is produced by SSX. ... Post your log.
chimiz Posted September 18, 2016 Posted September 18, 2016 How is it off-topic? This isn't something I've seen without SSX and it seems like something SSX could cause. Not a single chance this is produced by SSX. ... Post your log. I'll get one up in just a moment, hold on. Here's the full log. SSX testing at the end. Papyrus.1.log
chimiz Posted September 19, 2016 Posted September 19, 2016 Did some more going around in Riverwood. After getting there a scene triggered once. After that I could see the highlights again, but no new scenes were started. However, when going into the riverwood trader a scene started almost immediately. After walking outside, another scene started almost right away. Going back into the riverwood trader once again caused a scene to trigger almost immediately, but upon leaving the trader I was unable to get any further scenes to trigger outside. Inside the Riverwood Inn I had to wait for some time before a scene triggered, but it eventually did. I'm not sure what caused the inconsistency. After doing some testing I tried to create a simple; Target: Player, Source: Dogs and Wolves preset, and standing close to Stump. However when doing this and disabling the other generic male on generic female. I just get Nobody was Found, over and over. No highlight over Stump. Disabling that rule and creating a target: Player, Source: Specific; Stump, caused further Nobody was found. The following string is shown in the papyrus; SSX DEBUG: Actor Stump is removed because its gender, humanity, fellowship are not required. Male=TRUE Human=False Follower=False [09/19/2016 - 02:29:14AM] Attached the full Papyrus for that as well. I could cut the logs into just the SSX parts if you wish. Papyrus.0.log
jwideman Posted September 19, 2016 Posted September 19, 2016 How is it off-topic? This isn't something I've seen without SSX and it seems like something SSX could cause. Not a single chance this is produced by SSX. Huh. Okay then.
WaxenFigure Posted September 19, 2016 Posted September 19, 2016 ... Huh. Okay then. A bit more so you understand. The game itself starts large numbers of NPCs in a few locations, this is most easily seen in vanilla by fast traveling to Falkreath where you will see ALL the town guards gathered together just outside of town and watch as they quickly disperse and go to their various places. Using a mod that add more map markers makes this more obvious because you may enter a town via fast travel instead of the gate and find clusters of people in all sorts of spots.
Guest ffabris Posted September 19, 2016 Posted September 19, 2016 Is it normal for NPCs to hang out in groups around the city at night? I found the entire Battle-born clan outside Warmaiden's in that little alley, just standing around. I haven't seen that happen before. Kinda off-topic in this thread.. Anyway, I haven't seen that specific thing happen, but I have seen similar things. For example, arriving at Falkreath and, aside from guards, almost the entire population is in Dead Man's Drink. As soon as I went in, their normal packages kicked in, and there was a crush at the door as they all tried to leave at once. How is it off-topic? This isn't something I've seen without SSX and it seems like something SSX could cause. Because it happens without SSX installed. It isn't consistent, however. The example I gave re: Falkreath used to happen to me quite a while back. but then it suddenly stopped. The vanilla game has some ... oddities like that. ... Huh. Okay then. A bit more so you understand. The game itself starts large numbers of NPCs in a few locations, this is most easily seen in vanilla by fast traveling to Falkreath where you will see ALL the town guards gathered together just outside of town and watch as they quickly disperse and go to their various places. Using a mod that add more map markers makes this more obvious because you may enter a town via fast travel instead of the gate and find clusters of people in all sorts of spots. Yep - depends where the NPCs are placed in CK. Doesn't explain the scenario I described before, however. That was just plain bizarre! But I haven't seen all the guards by the gate, interestingly. Just the two guarding it (when you go there for the very first time).
spyke123 Posted September 19, 2016 Posted September 19, 2016 Silly question perhaps, but how do I name rules ? ...can only auto generate names so far
NicoleDragoness Posted September 19, 2016 Posted September 19, 2016 Click on the rule's name. It opens a box in which you can write your own name.
jwideman Posted September 19, 2016 Posted September 19, 2016 Is it normal for NPCs to hang out in groups around the city at night? I found the entire Battle-born clan outside Warmaiden's in that little alley, just standing around. I haven't seen that happen before. Kinda off-topic in this thread.. Anyway, I haven't seen that specific thing happen, but I have seen similar things. For example, arriving at Falkreath and, aside from guards, almost the entire population is in Dead Man's Drink. As soon as I went in, their normal packages kicked in, and there was a crush at the door as they all tried to leave at once. How is it off-topic? This isn't something I've seen without SSX and it seems like something SSX could cause. Because it happens without SSX installed. It isn't consistent, however. The example I gave re: Falkreath used to happen to me quite a while back. but then it suddenly stopped. The vanilla game has some ... oddities like that. ... Huh. Okay then. A bit more so you understand. The game itself starts large numbers of NPCs in a few locations, this is most easily seen in vanilla by fast traveling to Falkreath where you will see ALL the town guards gathered together just outside of town and watch as they quickly disperse and go to their various places. Using a mod that add more map markers makes this more obvious because you may enter a town via fast travel instead of the gate and find clusters of people in all sorts of spots. Yep - depends where the NPCs are placed in CK. Doesn't explain the scenario I described before, however. That was just plain bizarre! But I haven't seen all the guards by the gate, interestingly. Just the two guarding it (when you go there for the very first time). Ah. That makes sense. It's not something I'd noticed before because a) it was so many npcs and it was the middle of the night.
WaxenFigure Posted September 19, 2016 Posted September 19, 2016 ... Yep - depends where the NPCs are placed in CK. Doesn't explain the scenario I described before, however. That was just plain bizarre! But I haven't seen all the guards by the gate, interestingly. Just the two guarding it (when you go there for the very first time). There is also the case of bottlenecking. All those NPCs coming out of one starting location may go into the same path to get to their destination, put one or more other NPCs in their way performing their own idle package or traveling in the opposite direction and they can block the exit path leading to a large grouping of NPCs struggling to pass each other.
satanfist Posted September 19, 2016 Posted September 19, 2016 Hi CPU, One small issue with the files in 1.3e. The files ssxDeferredConfigLoader.psc/pex have not been updated to included the fix you suggested for the array index overload issue I reported in post, http://www.loverslab.com/topic/64169-scent-of-sex/?p=1677666 The fix does work and removes the spam from the log. @edit There may also be some issue still with the delayed install feature, if Sexlab is not fully installed. The option dialog contains nothing to select, even after a game reload. If Sexlab is fully installed before installing SSX then everthing is fine
spyke123 Posted September 19, 2016 Posted September 19, 2016 Click on the rule's name. It opens a box in which you can write your own name. Really ? Not for me... Only place I can see the rule names is on the main page and if I click on it there then only thing that happens is I tick the box to open the rule for edit/export/delete ect... edit: Looking at the user guide pdf and some things seem to be missing in my install... In the "rule edit" page I dont have the line "rule name"... it just starts with the "generate name" option...
Guest Posted September 19, 2016 Posted September 19, 2016 Click on the rule's name. It opens a box in which you can write your own name. Really ? Not for me... Only place I can see the rule names is on the main page and if I click on it there then only thing that happens is I tick the box to open the rule for edit/export/delete ect... edit: Looking at the user guide pdf and some things seem to be missing in my install... In the "rule edit" page I dont have the line "rule name"... it just starts with the "generate name" option... Be sure you use SkyUI 5.1 I can only check if it is version 5 or 4, I cannot check (because SkyUI does not provide this info) the sub-version. And you need 5.1 to have the Input boxes.
satanfist Posted September 19, 2016 Posted September 19, 2016 Click on the rule's name. It opens a box in which you can write your own name. Really ? Not for me... Only place I can see the rule names is on the main page and if I click on it there then only thing that happens is I tick the box to open the rule for edit/export/delete ect... edit: Looking at the user guide pdf and some things seem to be missing in my install... In the "rule edit" page I dont have the line "rule name"... it just starts with the "generate name" option... What version of Scent of Sex are you using and is this a clean install? If file fragments from previous versions remain on the hardrive, this can mess up the MCM. Before instatting always check the 'Data/Scripts & Data/Scripts/Source for residual files starting with 'ssx', remove these. Also remove the Scent of Sex folder from the Data/SKSE/Plugins folder.
spyke123 Posted September 19, 2016 Posted September 19, 2016 Well... I have 5.1 and have reinstalled skyrim completely since the earlier versions of scent... Guess I need to mess a bit with my load order... Edit: Tho... If SkyUI is the problem then would not all "pop up" windows be gone ? (like picking tags, race, scan method ect)... I have everything else in the user guide and its working fine. Just the entire line that says "Rule name [ insert rule name here]" is not there at all...
Guest Posted September 19, 2016 Posted September 19, 2016 Well... I have 5.1 and have reinstalled skyrim completely since the earlier versions of scent... Guess I need to mess a bit with my load order... Edit: Tho... If SkyUI is the problem then would not all "pop up" windows be gone ? (like picking tags, race, scan method ect)... I have everything else in the user guide and its working fine. Just the entire line that says "Rule name [ insert rule name here]" is not there at all... Can you select a tag by typing its name? If yes, then the problem is another one.
spyke123 Posted September 19, 2016 Posted September 19, 2016 Well... I have 5.1 and have reinstalled skyrim completely since the earlier versions of scent... Guess I need to mess a bit with my load order... Edit: Tho... If SkyUI is the problem then would not all "pop up" windows be gone ? (like picking tags, race, scan method ect)... I have everything else in the user guide and its working fine. Just the entire line that says "Rule name [ insert rule name here]" is not there at all... Can you select a tag by typing its name? If yes, then the problem is another one. Seem to be on to something. I cannot add tags by name... I have the dropdown, then "add to required tags", then blank space and then "add to required tags" again... And something else that looks wrong, in Rule properties I have a whole bunch of tickable boxes but nothing in front of them...
Guest Posted September 19, 2016 Posted September 19, 2016 Seem to be on to something. I cannot add tags by name... I have the dropdown, then "add to required tags", then blank space and then "add to required tags" again... And something else that looks wrong, in Rule properties I have a whole bunch of tickable boxes but nothing in front of them... Send your papyrus.log, please And tell me if you try to use a translation file. In case you do, then please delete the translation file for your language, and re-try.
satanfist Posted September 19, 2016 Posted September 19, 2016 Hi, I think I've found another small bug and possible solution [09/19/2016 - 07:46:01PM] ERROR: Array index 8 is out of range (0-7) stack: [ssx (37021278)].ssxrunner.updateCellAndLocation() - "ssxRunner.psc" Line 5192 [Active effect 3 on (00000014)].ssxPlayerCellDetectorScript.OnEffectStart() - "ssxPlayerCellDetectorScript.psc" Line 33 In ssxRunner.psc @ 5192 if currentPlayerCell.IsInterior() ; Clean up the actors on the rules int i = rules.length ssxRule r = rules[i] if r && r.inUse==2 r.clearValidActors() endIf endIf The index (i) is set to the number of rules allowed. In my case it was set to 8. Howvever, valid values range from 0 to 7. So this should always be int i = rules.length - 1
Guest Posted September 19, 2016 Posted September 19, 2016 Hi, I think I've found another small bug and possible solution [09/19/2016 - 07:46:01PM] ERROR: Array index 8 is out of range (0-7) stack: [ssx (37021278)].ssxrunner.updateCellAndLocation() - "ssxRunner.psc" Line 5192 [Active effect 3 on (00000014)].ssxPlayerCellDetectorScript.OnEffectStart() - "ssxPlayerCellDetectorScript.psc" Line 33 In ssxRunner.psc @ 5192 if currentPlayerCell.IsInterior() ; Clean up the actors on the rules int i = rules.length ssxRule r = rules[i] if r && r.inUse==2 r.clearValidActors() endIf endIf The index (i) is set to the number of rules allowed. In my case it was set to 8. Howvever, valid values range from 0 to 7. So this should always be int i = rules.length - 1 The error is true, the solution is wrong. It should have a while i; i-=1; ...; endWhile Thanks for catching it.
spyke123 Posted September 19, 2016 Posted September 19, 2016 Seem to be on to something. I cannot add tags by name... I have the dropdown, then "add to required tags", then blank space and then "add to required tags" again... And something else that looks wrong, in Rule properties I have a whole bunch of tickable boxes but nothing in front of them... Send your papyrus.log, please And tell me if you try to use a translation file. In case you do, then please delete the translation file for your language, and re-try. Not using a translation file... adding a log ! Papyrus.0.log
Guest Posted September 19, 2016 Posted September 19, 2016 Not using a translation file... adding a log ! I cannot see any error in your log. Nothing related to SSX or to SkyUI. I have no clues about why you cannot edit the texts. Try to reinstall SkyUI. Hi, ... Here a small patch. Warning: requires a manual install and requires to overwrite the files in the actual installation folder. SSX patch.7z
chimiz Posted September 20, 2016 Posted September 20, 2016 A minor bug report: When setting up a Source Generic rule with a race filter, both human and creature races are listed in the drop down list no matter which option you selected for the generic source. Both are clickable, but only the one type you have selected will actually count for the array (wild guess). This causes an offset in what you need to click, for example for me selecting Dark Elf would give Falmer if I had Creature selected, or Breton Vampire would return Dark Elf with Human selected. However, if you save the rule before you edit the race filter and then go to race filter, the list does work as normal. So it's a minor issue really that is easily worked around, but figured I'd just let you know either way. I'm also unable to get the scanner to show any creatures as scanned. It will scan humanoids just fine, but haven't gotten a return of any creatures.
Guest Posted September 20, 2016 Posted September 20, 2016 A minor bug report: When setting up a Source Generic rule with a race filter, both human and creature races are listed in the drop down list no matter which option you selected for the generic source. Both are clickable, but only the one type you have selected will actually count for the array (wild guess). This causes an offset in what you need to click, for example for me selecting Dark Elf would give Falmer if I had Creature selected, or Breton Vampire would return Dark Elf with Human selected. However, if you save the rule before you edit the race filter and then go to race filter, the list does work as normal. So it's a minor issue really that is easily worked around, but figured I'd just let you know either way. I'm also unable to get the scanner to show any creatures as scanned. It will scan humanoids just fine, but haven't gotten a return of any creatures. Thanks for reporting the problem. About the scanner missing the creatures, be sure you use the latest version. I fixed a couple of things related to creatures.
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