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Posted

I'm using 1.3e. (And I added the patch you just posted). But to be honest, I don't remember if I did it on a new save or just tried to update from 1.3c. I'll try starting a completely new save and see what happens!

Posted

Alright, doing it fresh I'm having success with a Source: Generic Creature triggering. 

 

However, specific actors for unique creature actors still seem to be buggy. I did testing in Riverwood again, trying to make a simple rule for;

Target: Player

Source: Specific; Stump

Trigger: Randomly

 

Papyrus shows this error; 

SSX DEBUG: Alias Scanner - Scan completed. Found 4 actors
[09/20/2016 - 05:06:04AM] SSX DEBUG: Rule Checker: Trying to fill the rule: Stump on Player
[09/20/2016 - 05:06:05AM] SSX DEBUG: Adding Freyja to Stump on Player pos=0
 Ma=False Fo=False Hu=TRUE Na=False SN=TRUE SS=TRUE AR=TRUE/22 he=TRUE/100 st=TRUE/100 ma=TRUE/100 Sle=False Snk=False Wea=False Com=False Ble=False Unc=False race=Nord
[09/20/2016 - 05:06:06AM] SSX DEBUG: RuleChecker: Actor is bad for its humanity: Stump: Stump on Player pos=1
[09/20/2016 - 05:06:06AM] SSX DEBUG: Bad rule because 6 - no sources - Stump on Player
[09/20/2016 - 05:06:06AM] SSX DEBUG: Rule Checker - Rules checking completed. Found 0 valid rules. Restarting in 10 seconds.

It does seem like it is checking humanity even for unique creature actors, an option which is greyed out when making Specific Source/Targets.

 

Relationship rules wont work either, leaving the following trace: 

SSX DEBUG: Rule Checker: Trying to fill the rule: Related on Player
[09/20/2016 - 05:16:44AM] SSX DEBUG: Adding Freyja to Related on Player pos=0
 Ma=False Fo=False Hu=TRUE Na=False 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=Nord
[09/20/2016 - 05:16:45AM] SSX DEBUG: Actor is bad for its humanity: Freyja
[09/20/2016 - 05:16:46AM] SSX DEBUG: REL srcActorsLen=0: Related on Player
[09/20/2016 - 05:16:46AM] SSX DEBUG: Bad rule because 6 - no sources - Related on Player
[09/20/2016 - 05:16:46AM] SSX DEBUG: Rule Checker - Rules checking completed. Found 0 valid rules. Restarting in 12 seconds.

The debug doesn't seem to put a trace for checking relationship values on targets around me.

Posted

 

 

 

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.

 

attachicon.gifSSX patch.7z

 

 

 

Have removed skyrim completely and reinstalled with the minimum requirements, and glad to say it is working  !!      ...either I had not a proper install or there were some conflict/load order issue...  will slowly start to clutter my data folder again and see what happens  :)  

 

Posted

 

Have removed skyrim completely and reinstalled with the minimum requirements, and glad to say it is working  !!      ...either I had not a proper install or there were some conflict/load order issue...  will slowly start to clutter my data folder again and see what happens  :)  

 

 

I am glad it is working now.

Usually, I try to make it work also on bad installation. I don't like telling people: "your installation is screwed up."

Posted

This mod seems like an awesome concept. It feels like it could substitute many SexLab add-ons, specially those that add "basic" features like combat & dialogue sex. The thing I dislike about many such mods is that they include too many features to my taste, often causing instability or incompatibility. But this one seems like it's going in the right direction.

 

Did you consider expanding the dialogue options to include prostitution? The way I'm thinking about it, the player could use an additional choice to offer him/herself for money instead of just asking NPCs for sex. You could choose to offer specific types of sex and also different prices, which could be affected by both your speechcraft and the NPC's arousal. In case of dialogues initiated by NPCs, it would be cool that when they approached you there was a chance that they asked to pay for your "services" instead of just doing it for free (which could also depend on speechcraft, arousal and clothes, they could for example mistake you for a whore if you're wearing too skimpy). You could also redirect the conversation from one to another (they offer money but you refuse it, offering sex for free, or they ask for sex, and you tell them that it will cost them).

 

Another thing that would be cool, in the other end of the interactions, would be non-sexual consequences to go along with the scenes. For example, losing all your gold/items, acquiring a bounty, receiving a buff/debuff. This could allow for scenes about robbery, getting bounties for exhibitionism or even adding the typical succubus mechanics by applying life-draining debuffs.

 

I know I'm giving very complicated suggestions, but I'm simply leaving this here in case there's something that you find interesting. It feels like this mod has lots of potential as a framework, because even if you don't plan to add anything of what I suggested, it could play pretty well with add-ons that use its equipment-adding function to get things done. For example I could make a mod that simply included a "succubus ring" that drained health from your sex partner, and use your mod to equip it in the proper scenes.

It's sad that the game engine is rather limited, because if there was a way to design custom dialogues along with the rest of the options, I think you'd be created the most versatile SexLab plugin.

Posted

This mod seems like an awesome concept. It feels like it could substitute many SexLab add-ons, specially those that add "basic" features like combat & dialogue sex. The thing I dislike about many such mods is that they include too many features to my taste, often causing instability or incompatibility. But this one seems like it's going in the right direction.

 

Did you consider expanding the dialogue options to include prostitution? The way I'm thinking about it, the player could use an additional choice to offer him/herself for money instead of just asking NPCs for sex. You could choose to offer specific types of sex and also different prices, which could be affected by both your speechcraft and the NPC's arousal. In case of dialogues initiated by NPCs, it would be cool that when they approached you there was a chance that they asked to pay for your "services" instead of just doing it for free (which could also depend on speechcraft, arousal and clothes, they could for example mistake you for a whore if you're wearing too skimpy). You could also redirect the conversation from one to another (they offer money but you refuse it, offering sex for free, or they ask for sex, and you tell them that it will cost them).

 

Another thing that would be cool, in the other end of the interactions, would be non-sexual consequences to go along with the scenes. For example, losing all your gold/items, acquiring a bounty, receiving a buff/debuff. This could allow for scenes about robbery, getting bounties for exhibitionism or even adding the typical succubus mechanics by applying life-draining debuffs.

 

I know I'm giving very complicated suggestions, but I'm simply leaving this here in case there's something that you find interesting. It feels like this mod has lots of potential as a framework, because even if you don't plan to add anything of what I suggested, it could play pretty well with add-ons that use its equipment-adding function to get things done. For example I could make a mod that simply included a "succubus ring" that drained health from your sex partner, and use your mod to equip it in the proper scenes.

 

It's sad that the game engine is rather limited, because if there was a way to design custom dialogues along with the rest of the options, I think you'd be created the most versatile SexLab plugin.

I have to admit i never tried it myself, but afaik the consequences part should be possible with sexlabUtils.

Posted

well...  I managed to recreate my naming problem, but also managed to track the source of it...

 

Its a mod called "dawnguard sentries"...  dont know why it occurs, but I do know that the mod is gone from my loadorder for good :)

Posted

well...  I managed to recreate my naming problem, but also managed to track the source of it...

 

Its a mod called "dawnguard sentries"...  dont know why it occurs, but I do know that the mod is gone from my loadorder for good :)

 

Check inside this mod, if it adds some files with extension ".swf" just get rid of them.

Maybe it is overwriting some files from SkyUI.

Posted

Hi CPU,

 

I hope you don't mind my input, but I've found a couple of fixes that may help.

 

  • Fix for the deferred install, if Sexlab is not fully installed.
  • Found another instance where the contents of the rules array needs to be cleared.

 

Fix for install

 

This was leaving the dialog menus empty with no options and gave this error

[09/24/2016 - 09:18:30PM] ERROR: Array index 2 is out of range (0-0)
stack:
	[ssxm (2F038B54)].ssxMCM.generateMain() - "ssxMCM.psc" Line 423
	[ssxm (2F038B54)].ssxMCM.OnPageReset() - "ssxMCM.psc" Line 292
	[ssxm (2F038B54)].ssxMCM.SetPage() - "SKI_ConfigBase.psc" Line 865
	[SKI_ConfigManagerInstance (0F000802)].SKI_ConfigManager.OnPageSelect() - "SKI_ConfigManager.psc" Line 148
[09/24/2016 - 09:18:30PM] ERROR: Array index 4 is out of range (0-0)
stack:
	[ssxm (2F038B54)].ssxMCM.generateMain() - "ssxMCM.psc" Line 430
	[ssxm (2F038B54)].ssxMCM.OnPageReset() - "ssxMCM.psc" Line 292
	[ssxm (2F038B54)].ssxMCM.SetPage() - "SKI_ConfigBase.psc" Line 865
	[SKI_ConfigManagerInstance (0F000802)].SKI_ConfigManager.OnPageSelect() - "SKI_ConfigManager.psc" Line 148
[09/24/2016 - 09:18:30PM] ERROR: Array index 5 is out of range (0-0)
stack:
	[ssxm (2F038B54)].ssxMCM.generateMain() - "ssxMCM.psc" Line 433
	[ssxm (2F038B54)].ssxMCM.OnPageReset() - "ssxMCM.psc" Line 292
	[ssxm (2F038B54)].ssxMCM.SetPage() - "SKI_ConfigBase.psc" Line 865
	[SKI_ConfigManagerInstance (0F000802)].SKI_ConfigManager.OnPageSelect() - "SKI_ConfigManager.psc" Line 148
[09/24/2016 - 09:18:30PM] SSX DEBUG: Scanning of items and actors for MCM started

I examined the ssxMCM.psc file and found that the pageOpts array is only properly defined, if the installation proceeds normally with SexLab fully installed. Here it's defined in doinit() @ line 76

 

    pageOPTs = new int[128]

This is not defined if you simply click on the INSTALL option. The only declaration of pageOPTs by this route was in

 

Event OnPageReset(string a_page) in the conditional if statement @ lines 236 & 247,

 

    pageOPTs = new int[1]

 

I changed the array size to 128 and the install completes correctly with the dialog boxes are populated.

 

Rule array fix.

 

I was getting the following error, similar to the one I reported to you in ssxRunner.psc

[09/24/2016 - 09:48:07PM] ERROR: Array index 24 is out of range (0-23)
stack:
	[ssx (2F021278)].ssxrunner.updateCellAndLocation() - "ssxRunner.psc" Line 5192
	[Active effect 3 on  (00000014)].ssxPlayerCellDetectorScript.OnEffectStart() - "ssxPlayerCellDetectorScript.psc" Line 33
[09/24/2016 - 09:48:07PM] SSX DEBUG: Saving Configuration completed

I applied the fix that you suggested and the error is gone. In ssxRunner.psc @ line 5192, I changed the code to

		if currentPlayerCell.IsInterior()
			; Clean up the actors on the rules
			int i = rules.length
			ssxrule r
			while i
				i -=1
				r = rules[i]
				if r && r.inUse==2
					r.clearValidActors()
				endIf
			endwhile
		endIf

Hope this is helpful

 

@edit appologises for the rule array fix. THis was the one I already reported. I noticed that the fix in ssxDeferredConfigLoader.psc still needs to be applied

 

http://www.loverslab.com/topic/64169-scent-of-sex/?p=1677666
 

Posted

...

 

 

Thanks, I will add the first and last fixes (the middle one is already done) and provide an official patch.

Posted

Hi CPU,

 

I've been looking into why horses (In particular the one saddled in the Whiterun stables) are detected rarely (at least in my game). Here are my test parameters

 

scanner: Cell scanner

 

Location: Whiterun Stables

 

creature rule: Bad Dog!

Target: Player

Source: All Creatues

Race: Horse & Horseses are both enabled

 

human rule:Succubus

Target: Player

Source: Human

Race: All but Elder & Mannakin races are enabled

 

The test involves both human and creature rules being active.

 

I placed appropriate debug flags in the code to capture detection of actors in ssxCellScanner.psc, scanThePlayerCell(). I can report that all actors are picked up by the scan on each pass. However, the valid actors are being removed before being involved in scenes. I frequently get informed that 'Nobody was found', yet the player is surrounded potentially by valid actors. Here is a snippet of the log;

[09/25/2016 - 06:08:52PM] SSX DEBUG: Cell Scanner Checker - Starting the scan
[09/25/2016 - 06:08:52PM] PlayerRef name Gaia
[09/25/2016 - 06:08:52PM] Number of actors found in scan pass, for player cell 10
[09/25/2016 - 06:08:52PM] scanActors name Stormcloak Soldier
[09/25/2016 - 06:08:52PM] scanActors name Stormcloak Archer
[09/25/2016 - 06:08:52PM] scanActors name Galmar Stone-Fist
[09/25/2016 - 06:08:52PM] scanActors name Whiterun Guard
[09/25/2016 - 06:08:52PM] scanActors name Stormcloak Archer
[09/25/2016 - 06:08:52PM] scanActors name Imperial Archer
[09/25/2016 - 06:08:52PM] scanActors name Stormcloak Soldier
[09/25/2016 - 06:08:52PM] scanActors name Stormcloak Archer
[09/25/2016 - 06:08:52PM] scanActors name Stormcloak Archer
[09/25/2016 - 06:08:52PM] scanActors name Stormcloak Soldier
[09/25/2016 - 06:08:52PM] scanActors name Stormcloak Soldier
[09/25/2016 - 06:08:52PM] scanActors name Imperial Soldier
[09/25/2016 - 06:08:52PM] scanActors name Imperial Soldier
[09/25/2016 - 06:08:52PM] scanActors name Imperial Soldier
[09/25/2016 - 06:08:52PM] scanActors name Imperial Soldier
[09/25/2016 - 06:08:52PM] scanActors name Stormcloak Soldier
[09/25/2016 - 06:08:52PM] scanActors name Stormcloak Soldier
[09/25/2016 - 06:08:52PM] scanActors name Stormcloak Soldier
[09/25/2016 - 06:08:53PM] scanActors name Stormcloak Soldier
[09/25/2016 - 06:08:53PM] scanActors name Horse
[09/25/2016 - 06:08:53PM] scanActors name Bjorlam
[09/25/2016 - 06:08:53PM] Actor name Gaia
[09/25/2016 - 06:08:53PM] Actor name Horse
[09/25/2016 - 06:08:53PM] SSX DEBUG: CellScanner: Actor Horse is removed because its race is not needed
[09/25/2016 - 06:08:53PM] SSX DEBUG: Elapsed time for Cell scanning = 1.111008
[09/25/2016 - 06:08:53PM] SSX DEBUG: 
[09/25/2016 - 06:08:53PM] SSX: Nobody was found

As you can see there is quite a long list of actors retained in the scanActors array, on each pass. This does grow quickly. The code prevents duplicate actors being added to this list.

        if a && scanActors.find(a)==-1 ; if already present in scanActors[], do not add
            debug.trace("Actor name "+a.getDisplayName())
            scanActors[scanActorsNum] = a
            scanActorsNum += 1
        endIf

and the array is set to hold a maximum of 32 actors. Where and when is this array purged? Also as you can see from the log, the Horse has been removed from valid actors because it's race is not needed. Is this because the horse is not needed for the human rule? I know the Horse with the carriage driver Bjorlam is regarded as being a 'Cart Horse' or 'Chart Horse', despite the console saying otherwise. This confusion with races might well be the reason for it being removed later and the check on each scan with the scanActors array, you end up with nobody found. In well populated cells this can happen quite rapidly.
 

Hope this is helpful.

 

 

Papyrus.0.log

Posted

Hi CPU,

...

 

Hope this is helpful.

 

Yes, it is.

If I remember correctly the array is purged at every restart of a new cell (the actual moment changes depending on the scan system used.)

 

The races are globally found by the rule checker, and probably they are not correctly calculated, so the Horse race gets excluded.

Posted

Hi CPU

 

I searched the script files for a location where the scanActors array may be purged and couldn't find one. I thought that in the OnUpdate() event, at the beginining of the scanThePlayerCell() function would be the obvious location. Here I tested whether the cell has changed since the last update. If it has, then clear the scanActors array

	if currentScannedCell != lastScannedCell
		int count = 0
		while count < scanActors.Length
			scanActors[count] = none
			count += 1
		endWhile
	endif

I also checked the requirement for the Horse race with the creature rule active in CellScanner.psc. It looks like the needRaces array only considers the human rule, that is also active. So the horse race is never needed or for that matter any other creature. I have also included a log for the situation where only the creature rule is active and the needRaces includes both required human races and needed creatures (CreatureRuleOnlyPapyrus.0.log)

[09/25/2016 - 10:59:20PM] Actor name Horse
[09/25/2016 - 10:59:20PM] Actor race [Race <HorseRace (000131FD)>]
[09/25/2016 - 10:59:20PM] Need race [64]
[09/25/2016 - 10:59:20PM] Need race [63]
[09/25/2016 - 10:59:20PM] Need race [62]
[09/25/2016 - 10:59:20PM] Need race [61]
[09/25/2016 - 10:59:20PM] Need race [60]
[09/25/2016 - 10:59:20PM] Need race [59]
[09/25/2016 - 10:59:20PM] Need race [58]
[09/25/2016 - 10:59:20PM] Need race [57]
[09/25/2016 - 10:59:20PM] Need race [56]
[09/25/2016 - 10:59:20PM] Need race [55]
[09/25/2016 - 10:59:20PM] Need race [54]
[09/25/2016 - 10:59:20PM] Need race [53]
[09/25/2016 - 10:59:20PM] Need race [52]
[09/25/2016 - 10:59:20PM] Need race [51]
[09/25/2016 - 10:59:20PM] Need race [50]
[09/25/2016 - 10:59:20PM] Need race [49]
[09/25/2016 - 10:59:20PM] Need race [48]
[09/25/2016 - 10:59:20PM] Need race [47]
[09/25/2016 - 10:59:20PM] Need race [46]
[09/25/2016 - 10:59:20PM] Need race [45]
[09/25/2016 - 10:59:20PM] Need race [44]
[09/25/2016 - 10:59:20PM] Need race [43]
[09/25/2016 - 10:59:20PM] Need race [42]
[09/25/2016 - 10:59:20PM] Need race [41]
[09/25/2016 - 10:59:20PM] Need race [40]
[09/25/2016 - 10:59:20PM] Need race [39]
[09/25/2016 - 10:59:20PM] Need race [38]
[09/25/2016 - 10:59:20PM] Need race [37]
[09/25/2016 - 10:59:20PM] Need race [36]
[09/25/2016 - 10:59:20PM] Need race [35]
[09/25/2016 - 10:59:20PM] Need race [34]
[09/25/2016 - 10:59:20PM] Need race [33]
[09/25/2016 - 10:59:20PM] Need race [32]
[09/25/2016 - 10:59:20PM] Need race [31]
[09/25/2016 - 10:59:20PM] Need race [30]
[09/25/2016 - 10:59:20PM] Need race [29]
[09/25/2016 - 10:59:20PM] Need race [28]
[09/25/2016 - 10:59:20PM] Need race [27]
[09/25/2016 - 10:59:20PM] Need race [26]
[09/25/2016 - 10:59:20PM] Need race [25]
[09/25/2016 - 10:59:20PM] Need race [24]
[09/25/2016 - 10:59:20PM] Need race [23]
[09/25/2016 - 10:59:20PM] Need race [22]
[09/25/2016 - 10:59:20PM] Need race [21]
[09/25/2016 - 10:59:20PM] Need race [20]Argonian
[09/25/2016 - 10:59:20PM] Need race [19]Breton
[09/25/2016 - 10:59:20PM] Need race [18]Breton Vampire
[09/25/2016 - 10:59:20PM] Need race [17]DarkElf
[09/25/2016 - 10:59:20PM] Need race [16]DarkElf Vampire
[09/25/2016 - 10:59:20PM] Need race [15]Elder Vampire
[09/25/2016 - 10:59:20PM] Need race [14]HighElf
[09/25/2016 - 10:59:20PM] Need race [13]HighElf Vampire
[09/25/2016 - 10:59:20PM] Need race [12]IMPERIAL
[09/25/2016 - 10:59:20PM] Need race [11]IMPERIAL Vampire
[09/25/2016 - 10:59:20PM] Need race [10]Khajiit
[09/25/2016 - 10:59:20PM] Need race [9]Khajiit Vampire
[09/25/2016 - 10:59:20PM] Need race [8]Nord
[09/25/2016 - 10:59:20PM] Need race [7]Nord Astrid
[09/25/2016 - 10:59:20PM] Need race [6]Nord Vampire
[09/25/2016 - 10:59:20PM] Need race [5]Orc
[09/25/2016 - 10:59:20PM] Need race [4]Orc Vampire
[09/25/2016 - 10:59:20PM] Need race [3]Redguard
[09/25/2016 - 10:59:20PM] Need race [2]Redguard Vampire
[09/25/2016 - 10:59:20PM] Need race [1]WoodElf
[09/25/2016 - 10:59:20PM] Need race [0]WoodElf Vampire
[09/25/2016 - 10:59:20PM] SSX DEBUG: CellScanner: Actor Horse is removed because its race is not needed

Papyrus.0.log

CreatureRuleOnlyPapyrus.0.log

Posted

I've tested out 1.3e version of this mod, there are something which doesn't make sense to me:

 

1 in 1.2a version I can just set one NPC as aggress/active role, which usually is the male, and it works fine in nearly every animation, But in 1.3e, I can only set passive role, which usually is a female from my understanding, however when set it as Target(Female) or just Female, in 3 some plays, it always mess up sex roles, I don't how to make the Female stay in right roles anymore.

 

2 Cell scans still have some bugs, like someone above mentioned, sometimes I need to restart the SSX, sometimes I need to change the cell, for me it's even worse than 1.2a.

 

3 "Nobody was found" bug.......I will try upload a log for you, but I think it's still related to the cell scan problem.  

Posted

Hi CPU,

 

I think I've found a solution to the following issues.

  1. Nobody was found issue (Cell Scanning only)
  2. Creatures being excluded, if both human & creature rules are active.

1. This solution is currently only valid for Cell Scanning.  Valid actors are passed to

 

        ssx.setAllActors(allTmpActors, numTmpActors) in ssxCellScanner.psc [state active>Event OnUpdate()] @ line 155

 

I noted that the value of numTmpActors was invariably zero, and didn't reflect the valid actors contained in the allTmpActors array. Tracing the code back I did note that in the function scanThePlayerCell(), numTmpActors is set to zero. There is then a final check on the validity of
new actors not yet present in the allTmpActors array and the numTmpActors is then incremented accordingly. However, existing actors are not taken into account, so it is possible if the same actors are found in successive scans, numTmpActors will remain at zero.

 

So before leaving scanThePlayerCell() I counted the actors present in the allTmpActors array and assigned this to numTmpActors

	int i = allTmpActors.length
	numTmpActors = 0
	while i
		i-=1
		if allTmpActors[i]
			debug.trace("Actor valid for scene"+allTmpActors[i].getDisplayName())
			numTmpActors+=1
		endif
	endWhile

Now all valid actors are available for scenes.

[09/27/2016 - 11:01:41PM] Actor valid for sceneGaia
[09/27/2016 - 11:01:41PM] Actor valid for sceneJervar
[09/27/2016 - 11:01:41PM] Actor valid for sceneSkulvar Sable-Hilt
[09/27/2016 - 11:01:41PM] Actor valid for sceneHorse
[09/27/2016 - 11:01:41PM] SSX DEBUG: Elapsed time for Cell scanning = 0.687012
[09/27/2016 - 11:01:41PM] allTmpActors[] length32 numTmpActors 4
[09/27/2016 - 11:01:41PM] SSX DEBUG: Actors: Horse, Skulvar Sable-Hilt, Jervar, Gaia
[09/27/2016 - 11:01:47PM] SSX: MH 2, FH 1, MC 1

2. This solution may help all modes. In ssxRunner.psc [updateAllNeededRaces()] @ line ~ 5581 an initial check is made to determine which races (Creature or Human) are required for enabled rules. I believe the problem is in the following condition

 

    bool allHumansNeeded = false
    bool allCreaturesNeeded = false

    while i && !allHumansNeeded && !allCreaturesNeeded ;It checks every rule & on each pass every position <----------HERE

  • if the rule(s) are enabled, each actor position (target, source & collaborator) are checked as whether or not human or
  • creature races are required. If they are, then allHumanNeeded and/or allCreaturesNeeded are set to true.

    endwhile

 

However the condition was invariably leaving allCreaturesNeeded false, if both human and creature rules were active. I decided to comment out the later conditions -  !allHumansNeeded && !allCreaturesNeeded

 

    while i   ;   && !allHumansNeeded && !allCreaturesNeeded ;It checks every rule & on each pass every postion

 

and these are the results

 

human and creature rules active

 

[09/27/2016 - 10:24:59PM]  allHumansNeeded = TRUE allCreaturesNeeded = TRUE
[09/27/2016 - 10:24:59PM] SSX DEBUG: >>>> SexLab.AllowCreatures TRUE nexusMode=False allCreaturesNeeded=TRUE numAllRacesC=42
 

human rules only

 

[09/27/2016 - 10:26:17PM]  allHumansNeeded = TRUE allCreaturesNeeded = False
[09/27/2016 - 10:26:17PM] SSX DEBUG: >>>> SexLab.AllowCreatures TRUE nexusMode=False allCreaturesNeeded=False numAllRacesC=42
 

creature rules only (requiring both human and creature races)

 

[09/27/2016 - 10:58:23PM]  allHumansNeeded = TRUE allCreaturesNeeded = TRUE
[09/27/2016 - 10:58:23PM] SSX DEBUG: >>>> SexLab.AllowCreatures TRUE nexusMode=False allCreaturesNeeded=TRUE numAllRacesC=42
 

which is now correct.

 

@edit Another very small change in ssxCellScanner.psc that, isn't likely cause major problems

 

        if ssx.needP && (ssx.needM || ssx.needF || ssx.needC || ssx.needH || ssx.needF || ssx.needN) && numTmpActors==1 @ line 137

 

you will see the typo, where there are two ssx.needF. Obviously one of these should be ssx.needW
 

 

Papyrus.0.log

Posted

...

 

 

Excellent findings.

Next days I will integrate them in the main version.

Posted

I'm having some trouble getting 'bleedout' rules to work.  Almost invariably player character simply gets killed instead of going to bleedout - I've only once seen it actually working without the player getting killed.  I tried also by setting player essential with 'setessential 7 1', but while this prevented character from getting killed, the rule still wouldn't trigger.

 

I'll upload a zip that includes the exported rules as well as papyrus log.  The rule I've been testing with is the 'player defeat by human.json', I mostly keep other rules disabled while trying it.  Maybe it's something simple, and I've just failed to catch it.

 

-- edit --

oops.  had most of the debug options set to notif only, made new log file with debug enabled to log as well.  This is through two defeats - killed, reloaded, then killed again.

Scent_of_Sex.zip

Posted

Related to the previous.. how does the bleedout thing work anyway?  There's ssxBleedOutManager in the 1.3e, which references:

ssxController Property ssxc Auto
ssxConfig Property ssxm Auto

..but ssxController and ssxConfig don't seem to exist in the 1.3e archieve, I can only see them in the earlier 1.2 version?  Since bleedoutmanager's modify date goes back to February, which is same as 1.2a version, I assume it might be just relic from the past.

Posted

Related to the previous.. how does the bleedout thing work anyway?  There's ssxBleedOutManager in the 1.3e, which references:

ssxController Property ssxc Auto
ssxConfig Property ssxm Auto

..but ssxController and ssxConfig don't seem to exist in the 1.3e archieve, I can only see them in the earlier 1.2 version?  Since bleedoutmanager's modify date goes back to February, which is same as 1.2a version, I assume it might be just relic from the past.

 

I will give a look this evening.

But if I remember correctly "BleedOutManager" was replaced by "EventCatcher".

Posted

 

 

I will give a look this evening.

But if I remember correctly "BleedOutManager" was replaced by "EventCatcher".

 

 

Yes, that looks right.. it does have OnEnterBleedout among other things.

Posted

 

Yes, that looks right.. it does have OnEnterBleedout among other things.

 

 

The script is the same for actors for bleedout and not.

The aliases are doubled. Half of them is "Protected" and the other half is not protected.

 

An actor goes in one alias or the other depending on the possibility it can be part of a participant that is related to bleedout starting.

Posted

Hi!

 

I'm having several issues with Scent of Sex (1.3e installed).

 

1. Problems with the scanner (cell scan method is chosen). When entering any location (or enabling Scent of Sex via hotkey) cell scan goes fine and finds all valid actors. All further scans result in "Nobody found" debug message and "SSX DEBUG: Cell Scanner - Scan completed. Found 0 actors" debug record in papyrus.log. I have to disable Scent of Sex and enable it again to force a normal cell scan again.

 

2. Problems with rules.

-I have created two rules wich involves custom race ONLY. The race is added by .esm file and is called "DwemerHighElf". And both rules also accept vanilla HighElf NPCs as valid. This should not happen.

-Any created rules wich have time restrictions (e.g. 10 p.m. - 08 a.m.) also works in a daytime. This is odd because even rule hint says that the rule is not a valid for a current day time.

 

3. After game load SSX is disabled. Is it possible to make it enabled by default?

 

Scent of Sex is the last in my load order. No scripts are overwritten (as MO says).

 

Thank you in advance!

Posted

Hi!

 

I'm having several issues with Scent of Sex (1.3e installed).

 

...

 

1. A known problem. @satanfist found it and probably solved it. I did not yet integrate the solution in the mod. I will do it this weekend.

2. I will check this problem.

3. No, that is not possible. Too many problems if the arrays are not cleaned up at game reload.

Posted

 

3. No, that is not possible. Too many problems if the arrays are not cleaned up at game reload.

 

 

Would it be possible to have a setting (simple checkbox) that would make it run as soon as it has finished initializing?

 

Erm... also..

 

 

 

The script is the same for actors for bleedout and not.

The aliases are doubled. Half of them is "Protected" and the other half is not protected.

 

An actor goes in one alias or the other depending on the possibility it can be part of a participant that is related to bleedout starting.

 

 

But... does the alias hold the actor 'forever'?  I mean if I understand it correctly, then 'protected' alias would keep it's target protected as long as the alias holds the target - but if it's scanner alias that just picks stuff for testing, then releases it and picks next one, then it wouldn't keep the target protected once it moved away?  I haven't really looked into the mod in CK so can't be sure if I've understood it right.

Posted

When choosing scan method, for cloak, the description says 50, 100 and 200 feet and that 200 would cover an entire cell. There is no option to choose 200 tho, only 25, 50 and 100. Is that intentional ?  

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