EniracY Posted October 23, 2016 Posted October 23, 2016 Hey CPU, thanks for continuing to develop this mod. I've been holding off using this mod because of the bugs people have been reporting and not really understanding how they would affect my current playthrough should I install it. Is it playable now or would certain features not work/cause issues later on in a save? Also, out of curiousity would it be possible to accomplish these things via different rules - so I'm clear? The night has a chance to be attacked by one or more attackers who ask and then demand sex Couples will occasionally have sex at home, consensual and the like NPCs with high arousal ask the PC as well as other NPCs for sex which, when rejected leads them to masturbate Certain NPCs will accept sex propositions from NPCs who are designated as 'prostitutes' On defeat, as in 0 health you have a chance to appease your attacker by giving away your body/your follower's body for a tryst I'm not asking about creature options, so don't worry about that. Also wondering if this is compatible with SexLab Solutions yet or do I still need to select 'Exclude Actors from Named Scenes'? Thank you
Guest Posted October 23, 2016 Posted October 23, 2016 Hi. The mod was stable a while ago. There are some bugs, but they will not break your game. 1. Yep, you can do this. 2. Yep, you can do this. 3. Yep, you can do this. 4. There is no "prostitute" faction or type or whatever. So, you can have NPCs asking other NPCs for sex, but no prostitution/payment will apply. 5. No. But you can automatically start a rule that will involve your attacker and, if you like, restore your health and stop the combat. But no explicit dialogues. There is no direct compatibility/incompatibility with SexLab solutions, but of course, to have the SL Solution lore, you may want to ignore actors that are in scenes from SexLab Solutions.
Guest Posted October 23, 2016 Posted October 23, 2016 OK, I am done for today, but the new version looks good. Tons of fixes (from and ), but also other fixes for the MCM and the global stablity. And because next version will be 1.4 and not a patch of 1.3, then some new features. Status: (fixed) NPCs too far away are not ignored (@satanfist) (fixed) Fixed the checkings of Health, Magicka, and Stamina ( @satanfist) (fixed) Improved the event handling to avoid to catch too many events for OnHit and similar events (@reikiri) (new) Setting the collaborator to something that is not NOBODY needs to update the numOfCollbs if it is 0 (fixed) Same race, bad rule because no collaborators (never initialized the array in this case) (fixed) Better management of empty arrays in case SexLab creatures are disabled (was not a problem on Nexus version) (new) Split the Items loader and the Actors loader to improve performance (new) Big improvement on restoring health for all actors involved in bleedout rules (@reikiri) (fixed) Better handling of the valid races array in case the actors are not yet scanned (new) Better automatic update of the Number of Collaborators when setting quickly the property to Nobody and Not Nodoby. (new) When saving a rule that has creature, ALL races in the filters are checked, if there are no anims for a specific race a proposal to clean up race filters is shown (fixed) Added an improvement on the scans to better filter actors in combat (@reikiri) (not yet completed) Add the cells checking to be inclusive or exclusive, like races (not yet completed) Add Factions editor (not yet completed) Improve the clean up to clean up everything, including SexLab references, properties, arrays, etc. (not yet completed) Improve the SexLab sexuality preferences in filling actors
satanfist Posted October 23, 2016 Posted October 23, 2016 Hi CPU, Sorry for the delay in posting my changes. It was getting late here and I've just read your post. As requested here are the files I was working with; 1.3g patch (source/compiled scripts with revised esp) My Changes (source/compiled scripts) Hope these help Question: The warning included in 1.3g, about setting the maximum number of rules. I set mine to 8 as I only intend on using a few rules. However, I am warned each time I load the game that this value is set too low and I should increase it or some rules will not run. It reckons that I have 24 rules stored in the config. Can you check this please? @edit If anyone does want to try these files, overwrite the existing files in 1.3f, apply the 1.3g patch and then my changes if you wish. @edit1: Apologies to anyone who downloaded my changes to 1.3g When I was putting the archive together I inadvertently included sssRulePlayer.pex binary, rather than ssxRuleChecker.pex binary. I now include the corrected archive below. If you tried the my original you may have wondered why the health, stamina & magicka rule conditions behaved the same as 1.3f version. Sorry again! 1.3g Patch Scripts & ESP.7z My Changes to 1.3g Scripts with correct binary.7z
reikiri Posted October 23, 2016 Posted October 23, 2016 Question: The warning included in 1.3g, about setting the maximum number of rules. I set mine to 8 as I only intend on using a few rules. However, I am warned each time I load the game that this value is set too low and I should increase it or some rules will not run. It reckons that I have 24 rules stored in the config. Can you check this please? Noted this on one of the posts too - easiest way to fix it is to delete unused rule sections from config file if you don't plan on using them. I think this is basically caused by a few things together - most importantly by deferreLoad script saving all rules into jcontainers, whether they are empty or not. And when it's loading them back into the mod, it checks the number of rule paths in the savefile and complains if there's more of them than the max number of rules. To change this, one way would be to leave out the deleted/empty rules from save, but you'd also need to delete the unused rules, since I think jcontainers uses the file as a sort of database and only changes what you tell it to change - so unless you actively delete unused rules they'll remain in the file. Another possibility would be to only load the rules that are not empty/deleted - and move the warning to the end of load, triggered if all rules are filled and the load function finds there were still more active rules left. This might be the simplest to implement, but it would probably be better to clean up the savefile, otherwise if you ever increased the number of rules to 64, the savefile will always stay bloated and drag all those empty rules along. I haven't used jcontainers though, and don't know the command to delete a section from it.
satanfist Posted October 23, 2016 Posted October 23, 2016 Question: The warning included in 1.3g, about setting the maximum number of rules. I set mine to 8 as I only intend on using a few rules. However, I am warned each time I load the game that this value is set too low and I should increase it or some rules will not run. It reckons that I have 24 rules stored in the config. Can you check this please? Noted this on one of the posts too - easiest way to fix it is to delete unused rule sections from config file if you don't plan on using them. I think this is basically caused by a few things together - most importantly by deferreLoad script saving all rules into jcontainers, whether they are empty or not. And when it's loading them back into the mod, it checks the number of rule paths in the savefile and complains if there's more of them than the max number of rules. To change this, one way would be to leave out the deleted/empty rules from save, but you'd also need to delete the unused rules, since I think jcontainers uses the file as a sort of database and only changes what you tell it to change - so unless you actively delete unused rules they'll remain in the file. Another possibility would be to only load the rules that are not empty/deleted - and move the warning to the end of load, triggered if all rules are filled and the load function finds there were still more active rules left. This might be the simplest to implement, but it would probably be better to clean up the savefile, otherwise if you ever increased the number of rules to 64, the savefile will always stay bloated and drag all those empty rules along. I haven't used jcontainers though, and don't know the command to delete a section from it. Thanks for the reply Reikiri, Yeah I figured a dirty fix (surgery on the json config file) would work as a temporary solution. So I just commented out the messagebox warning and re-compiled the script (ssxDeferredConfigLoader.psc). However, it maybe a better solution to initially create a config file with a default of 8 empty rule slots (Currently the default is 24). Then if required, add more by increasing the value in the 'Debug' MCM. Perhaps, show a warning if you increase the number of rules past 24, to discourage this.The warning message was annoying me, as long as one realises that created rules will be ignored if you exceed the maximum set, there shouldn't be a problem. I'm sure CPU will have a better handle on this. Looking forward to the release of Scent of Sex 1.4, thanks CPU for all your hard work.
reikiri Posted October 23, 2016 Posted October 23, 2016 Question: The warning included in 1.3g, about setting the maximum number of rules. I set mine to 8 as I only intend on using a few rules. However, I am warned each time I load the game that this value is set too low and I should increase it or some rules will not run. It reckons that I have 24 rules stored in the config. Can you check this please? Noted this on one of the posts too - easiest way to fix it is to delete unused rule sections from config file if you don't plan on using them. I think this is basically caused by a few things together - most importantly by deferreLoad script saving all rules into jcontainers, whether they are empty or not. And when it's loading them back into the mod, it checks the number of rule paths in the savefile and complains if there's more of them than the max number of rules. To change this, one way would be to leave out the deleted/empty rules from save, but you'd also need to delete the unused rules, since I think jcontainers uses the file as a sort of database and only changes what you tell it to change - so unless you actively delete unused rules they'll remain in the file. Another possibility would be to only load the rules that are not empty/deleted - and move the warning to the end of load, triggered if all rules are filled and the load function finds there were still more active rules left. This might be the simplest to implement, but it would probably be better to clean up the savefile, otherwise if you ever increased the number of rules to 64, the savefile will always stay bloated and drag all those empty rules along. I haven't used jcontainers though, and don't know the command to delete a section from it. Thanks for the reply Reikiri, Yeah I figured a dirty fix (surgery on the json config file) would work as a temporary solution. So I just commented out the messagebox warning and re-compiled the script (ssxDeferredConfigLoader.psc). However, it maybe a better solution to initially create a config file with a default of 8 empty rule slots (Currently the default is 24). Then if required, add more by increasing the value in the 'Debug' MCM. Perhaps, show a warning if you increase the number of rules past 24, to discourage this.The warning message was annoying me, as long as one realises that created rules will be ignored if you exceed the maximum set, there shouldn't be a problem. I'm sure CPU will have a better handle on this. Looking forward to the release of Scent of Sex 1.4, thanks CPU for all your hard work. Well... here's one implementation of fix: On ssxDeferredconfigLoader.psc around line 340 ; Races JSONUtil.SetPathStringArray(ssx.configFile, ".races.humans.races", ssx.allRacesH, false) JSONUtil.SetPathIntArray(ssx.configFile, ".races.humans.enabled", ssx.allRacesHEnabled, false) JSONUtil.SetPathStringArray(ssx.configFile, ".races.creatures.races", ssx.allRacesC, false) JSONUtil.SetPathIntArray(ssx.configFile, ".races.creatures.enabled", ssx.allRacesCEnabled, false) ; MODIFIED --------- save only rules that are not deleted, clear the rest ; ((- Saving of rules ; wipe rules if config file has 'legal' number of rules, since we can assume the loading was done ok ; if not, assume we only loaded the first [length] rules, try to save them to original slots bool x = false tot = JSONUtil.PathCount(ssx.configFile, ".rules") if tot>ssx.rules.length x = true else JSONUtil.ClearPath(ssx.configFile, ".rules") endIf int i = 0 int n = 0 while i<ssx.rules.length if x || ssx.rules[i].inUse != 0 ssx.setRule(ssx.configFile, false, n, ssx.rules[i] as ssxRule) n+=1 endIf i+=1 endWhile ; MODIFIED --------- save only rules that are not deleted, clear the rest When saving the config, first clear the old rules section from the file, then save only those rules that have inUse value other than 0 (0 = empty/deleted, 1 = disabled, 2 = active). Use secondary loop variable n to keep track of used indexes while i loops through the rules array. Now you can have initial 24 rule config, or 8 rule or 0 rule config, shouldn't really matter. First time you modify anything in rules it should clear things out. Warning should only happen if you try to load a larger config set than you have room. If you did load a config with more rules than you have room, then you should only have the first [ssx.rules.length] rules loaded - in that case do a 'conservative' save that tries to place all the rules to their original slots without wiping the rules from the config. This should preserve all the rules so you can then load them with higher maximum number to deal with the issue. Once you have loaded them with sufficiently high max number, you can then remove rules you don't want, and save it - and then lower the max number.
Guest Posted October 23, 2016 Posted October 23, 2016 ... This solution was already considered. But the function ClearPath is not available in the official version of SexLab (it will be in 1.63) So I cannot really use it right now.
EniracY Posted October 23, 2016 Posted October 23, 2016 Hi. The mod was stable a while ago. There are some bugs, but they will not break your game. 1. Yep, you can do this. 2. Yep, you can do this. 3. Yep, you can do this. 4. There is no "prostitute" faction or type or whatever. So, you can have NPCs asking other NPCs for sex, but no prostitution/payment will apply. 5. No. But you can automatically start a rule that will involve your attacker and, if you like, restore your health and stop the combat. But no explicit dialogues. There is no direct compatibility/incompatibility with SexLab solutions, but of course, to have the SL Solution lore, you may want to ignore actors that are in scenes from SexLab Solutions. Yay! Thank you for making this clearer for me. Once I figure out how to make these rules I'll test them and share them on the other thread I'll do what you said for SexLab Solutions, thank you. Is it worth me waiting for 1.4?
Guest Posted October 23, 2016 Posted October 23, 2016 Is it worth me waiting for 1.4? 1.4 is fixing some minor problems that are in version 1.3g And adds a few new features. You can start with version 1.3g, all rules and config from version 1.3 are fully compatible with version 1.4 Probably a clean save will be required, but the config will survive.
Guest ffabris Posted October 23, 2016 Posted October 23, 2016 ... This solution was already considered. But the function ClearPath is not available in the official version of SexLab (it will be in 1.63) So I cannot really use it right now. It is in PapyrusUtil 3.3, the separate download. I got that, used the function, tested, it works. A bit confusing that it is different from the PapyrusUtil that is included with SexLab 1.62.
Guest Posted October 23, 2016 Posted October 23, 2016 It is in PapyrusUtil 3.3, the separate download. I got that, used the function, tested, it works. A bit confusing that it is different from the PapyrusUtil that is included with SexLab 1.62. Yeah. For this reason I prefer to avoid to use it. At least until SL 1.63 will be out. My alternative solution (100% working) is: JSONUtil.SetRawPathValue(ssx.configFile, ".rules", "[]") ; In case of an array JSONUtil.SetRawPathValue(ssx.configFile, ".races", "{}") ; In case of an object
Guest ffabris Posted October 23, 2016 Posted October 23, 2016 It is in PapyrusUtil 3.3, the separate download. I got that, used the function, tested, it works. A bit confusing that it is different from the PapyrusUtil that is included with SexLab 1.62. Yeah. For this reason I prefer to avoid to use it. At least until SL 1.63 will be out. My alternative solution (100% working) is: JSONUtil.SetRawPathValue(ssx.configFile, ".rules", "[]") ; In case of an array JSONUtil.SetRawPathValue(ssx.configFile, ".races", "{}") ; In case of an object Understandable. I use it in the latest Manipulator, because that requires PapyrusUtil, but not SexLab.
Guest Posted October 23, 2016 Posted October 23, 2016 Progress Update I am finalizing version V1.4, many fixes and a few new features (not too many.) fixed) NPCs too far away are not ignored ( @satanfist) fixed) Fixed the checkings of Health, Magicka, and Stamina ( @satanfist) fixed) Improved the event handling to avoid to catch too many events for OnHit and similar events ( @reikiri) new) Setting the collaborator to something that is not NOBODY needs to update the numOfCollbs if it is 0 fixed) Same race, bad rule because no collaborators (never initialized the array in this case) fixed) Better management of empty arrays in case SexLab creatures are disabled (was not a problem on Nexus version) new) Split the Items loader and the Actors loader to improve performance new) Big improvement on restoring health for all actors involved in bleedout rules (@reikiri) fixed) Better handling of the valid races array in case the actors are not yet scanned new) Better automatic update of the Number of Collaborators when setting quickly the property to Nobody and Not Nodoby. new) When saving a rule that has creature, ALL races in the filters are checked, if there are no anims for a specific race a proposal to clean up race filters is shown fixed) Added an improvement on the scans to better filter actors in combat (Reikiri) new) Now only the actual number of defined rules is saved, and at load time there is no more a messagebox in case the number of rules is greater than the available slots (only a trace line) new) Added NPC editor with the ability to change many properties of the actor (protected, weight, height, factions, relationship rank with player, fellowship with the ability to make anybody a follower) new) Improved the selection of random actors using the sexual preferences new) Added a flag on participants "Avoid if covered in cum", such actors will be NOT involved in sex scenes new) Improve the clean up to clean up everything, including SexLab references, properties, arrays, etc. new) Lot of performance gain in many sections (scan tags takes 0.2 seconds, scanning races takes 0.01 seconds) TODO Add the cells checking to be inclusive or exclusive, like races TODO Add optional collaborators
ed_die Posted October 24, 2016 Posted October 24, 2016 I really like this, amazing possibilities abound... If I can get it to work properly. Most of it works fine, but I cannot seem to initiate scenes trough dialogue. Using the "player ask for sex" option gives me the chosen dialogue with my follower, but no other character (I have made sure it is not set to followers only) but when chosen it doesn't lead to any scene. I realize this is a pretty big question but is there any info on mods Scent is not compatible with that may cause this?
Guest Posted October 24, 2016 Posted October 24, 2016 I really like this, amazing possibilities abound... If I can get it to work properly. Most of it works fine, but I cannot seem to initiate scenes trough dialogue. Using the "player ask for sex" option gives me the chosen dialogue with my follower, but no other character (I have made sure it is not set to followers only) but when chosen it doesn't lead to any scene. I realize this is a pretty big question but is there any info on mods Scent is not compatible with that may cause this? I am not aware of strict incompatibility with other mods. I will try the dialogues (again), in case they are not working I will fix them.
saviliana Posted October 24, 2016 Posted October 24, 2016 For some reason I can not install scent of sex into enderal, it just keep saying completed and gets backs to install page in MCM, any help?
Guest Posted October 24, 2016 Posted October 24, 2016 For some reason I can not install scent of sex into enderal, it just keep saying completed and gets backs to install page in MCM, any help? Never tried Enderal. I am not sure if this mod is compatible with it.
saviliana Posted October 24, 2016 Posted October 24, 2016 For some reason I can not install scent of sex into enderal, it just keep saying completed and gets backs to install page in MCM, any help? Never tried Enderal. I am not sure if this mod is compatible with it. It just refuse to detect sexlab.
satanfist Posted October 24, 2016 Posted October 24, 2016 For some reason I can not install scent of sex into enderal, it just keep saying completed and gets backs to install page in MCM, any help? Never tried Enderal. I am not sure if this mod is compatible with it. It just refuse to detect sexlab. I believe the Enderal modification changes Skyrim completely (please correct me if I'm wrong). They even suggest you completely re-install Skyrim, rather than try to uninstall Enderal. It doesn't surprise me that it won't work with SexLab. I noticed that compatibility patches have recently been published for SOS to work with Enderal. While on the subject of compatibility, it maybe a good idea for users to highlight issues they have with other mods and Scent of Sex. While I was testing Scent of Sex, I had loads of issues with creature races. Not the fault of Scent of Sex I might add. I'm sure CPU remembers the saga with the 'horseses' race, chickens & cows. I eventually tracked the problem down to the 'More Nasty Critters' (MNC) mod. You maybe aware that this package includes the Creature Framework (old version), Jcontainers (old version) , SexLab Nude Creatures (latest version) and a selection of custom races with scripted animations. These animation/races played havoc with Scent of Sex, so I removed them and the issues went away. If you do have issues with this mod, I suggest you remove the scripts/plugin (below), from the package and download current versions of Creature Framework, Jcontainers and Sexlab Nude Creatures (SLNC) separately. I know that SLNC is no longer updated and was integrated into MNC, so you may find it worthwhile to rebuild MNC without the following scripts/esp and opt out of installing the included Creature Framework & JContainers MoreNastyCrittersAlias.pex & psc MoreNastyCrittersFactory.pex & psc MoreNastyCritters.esp It maybe better to disable the MNC plugin, without altering the MNC package. Hope this helps @EDIT saviliana I came across this discussion about Sexlab and Enderal, you maybe interested http://www.loverslab.com/topic/66042-sexlab-and-enderal/
spyke123 Posted October 24, 2016 Posted October 24, 2016 Hey CPU, continuing in this thread since it is no longer a rule Exchange issue... (from the rule Exchange thread) You said it is supposed to be possible to set clothing triggers in the "wearables" section under target or source editing. I dont seem to have it there tho... I have a list to pick items from my inventory. Under that there is an option "add to equip at start" and then there is "add to equip at end", then comes clear equip at start and clear equip at end and finally there is an option on stripping. No choice for trigger settings... How is it supposed to look ?
Guest Posted October 24, 2016 Posted October 24, 2016 Hey CPU, continuing in this thread since it is no longer a rule Exchange issue... (from the rule Exchange thread) You said it is supposed to be possible to set clothing triggers in the "wearables" section under target or source editing. I dont seem to have it there tho... I have a list to pick items from my inventory. Under that there is an option "add to equip at start" and then there is "add to equip at end", then comes clear equip at start and clear equip at end and finally there is an option on stripping. No choice for trigger settings... How is it supposed to look ? When I will be back home I will do a couple of screenshots.
satanfist Posted October 25, 2016 Posted October 25, 2016 Apologies to anyone who downloaded my changes to 1.3g When I was putting the archive together I inadvertently included sssRulePlayer.pex binary, rather than ssxRuleChecker.pex binary. I have made the changes to my last post, but include the corrected archive below. If you tried the my original you may have wondered why the health, stamina & magicka rule conditions behaved the same as 1.3f version. Sorry again! My Changes to 1.3g Scripts with correct binary.7z
Bazinga Posted October 25, 2016 Posted October 25, 2016 This mod is fucking great. I just created a fairly complex rule using the expert setting and I didn't have to look up the mod readme even once. Everything is logical and well described in the MCM. And the rule I set just works like it is supposed to. Yay! This is now one of my essential Skyrim mods, great job and thank you very much, CPU
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