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Posted

 

 

...Missing option to start only if wearing something specific...

 

 

 

While developing V1.4, I found that the page to configure what the actors have to wear, is just NOT accessible.

So it is not possible to set this specific configuration.

If the rule has the setting done, it works. But the MCM does not show this information.

 

I will fix it for V1.4

 

 

Glad to hear it man. Was ponding on and off whether to remove and reinstall again so its nice to hear I dont need to... :) 

Posted

Some pretty major bugs happend to me latly. The gamebreaking one when scent overid bahvior of greybeards. Angrier were suposed to lead me to courtyard to teach "clear skies" but wulfgar wanted some scent time. That basicly broke the quest and angrier decided to fuck that and never leave to the courtyard, resuming his normal reutine of prayinga and sleeping.

That was with option to exlude actors in named scenes On. Fixed by relaoding save before entering High hrothgar

 

Second and far worse one. After extended testing of scent in riften it basicly broke npcs daily routine. All shopkeepers do not leave to their stales. They sit in their homes or the inn whole day. I was to slow to catch that and now im to far to reload save.

 

 

Posted

Some pretty major bugs happend to me latly. The gamebreaking one when scent overid bahvior of greybeards. Angrier were suposed to lead me to courtyard to teach "clear skies" but wulfgar wanted some scent time. That basicly broke the quest and angrier decided to fuck that and never leave to the courtyard, resuming his normal reutine of prayinga and sleeping.

That was with option to exlude actors in named scenes On. Fixed by relaoding save before entering High hrothgar

 

Second and far worse one. After extended testing of scent in riften it basicly broke npcs daily routine. All shopkeepers do not leave to their stales. They sit in their homes or the inn whole day. I was to slow to catch that and now im to far to reload save.

 

I will check what I can do about it.

Posted

Some pretty major bugs happend to me latly. The gamebreaking one when scent overid bahvior of greybeards. Angrier were suposed to lead me to courtyard to teach "clear skies" but wulfgar wanted some scent time. That basicly broke the quest and angrier decided to fuck that and never leave to the courtyard, resuming his normal reutine of prayinga and sleeping.

That was with option to exlude actors in named scenes On. Fixed by relaoding save before entering High hrothgar

 

Second and far worse one. After extended testing of scent in riften it basicly broke npcs daily routine. All shopkeepers do not leave to their stales. They sit in their homes or the inn whole day. I was to slow to catch that and now im to far to reload save.

Open the console click on a shopkeeper and enter "resurrect". That may fix their routine.

Posted

 

Some pretty major bugs happend to me latly. The gamebreaking one when scent overid bahvior of greybeards. Angrier were suposed to lead me to courtyard to teach "clear skies" but wulfgar wanted some scent time. That basicly broke the quest and angrier decided to fuck that and never leave to the courtyard, resuming his normal reutine of prayinga and sleeping.

That was with option to exlude actors in named scenes On. Fixed by relaoding save before entering High hrothgar

 

Second and far worse one. After extended testing of scent in riften it basicly broke npcs daily routine. All shopkeepers do not leave to their stales. They sit in their homes or the inn whole day. I was to slow to catch that and now im to far to reload save.

Open the console click on a shopkeeper and enter "resurrect". That may fix their routine.

 

 

If it's every NPC in riften, that might be a bit excessive to resurrect every one of them.  I'd suggest first trying cleansave with

http://www.nexusmods.com/skyrim/mods/52363/?  Save game script cleaner.

1) go into qasmoke area or another totally empty area (open console, type 'coc quasmoke'), make new save
2) exit game, open the new save with script cleaner
3) click forms/mods -> mod editor
4) from new window select scent of sex.esm
5) click 'delete selected mods forms' and 'delete selected mods scripts'
6) close new window
7) in the 'Scripts' text field (top left) type 'ssx'
8) on the view below it find all the scripts that start 'ssx', select them and click 'delete selected'
9) click 'fix script instances'
10) click 'delete all #'
11) click 'clean other'
12) click 'del. broken actives'.
13) slick 'save'
14) uncheck the mod from mod organizer
15) start skyrim, load the cleaned save - it'll complain about missing file (on first load)
16) after game loads, wait for about half minute, then open MCM mods list, wait about 10 seconds, then close it
17) open console, in console type 'setstage ski_configmanagerinstance 1'
18) close console, wait for about half a minute until MCM has re-registered all remaining mods
19) make new save, exit game
20) open new save from step 19 in Save script cleaner, repeat step 8 to make sure there are no ssx-scripts remaining
21) IF there are any ssx-scripts remaining, repeat ALL of steps 8-21 - there normally shouldn't be any though.
22) when there are no ssx-scripts left, load the latest save
23) wait for about 30-60 minutes to make sure everything has loaded.
24) If you used qasmoke area, you can exit f.ex. with console command 'coc whiteruntempleofkynareth'.
25) make a new save AGAIN.  This is the cleaned save.

I'm not aboslutely certain if that'll help, but there's pretty good chance it will.  If not, you can try afterwards staying out of riften and waiting long enough for the cell to reset - I don't remember how long that is though - could have been 30 or 38 game days, which is a lot of 'wait' menus and lots of actual waiting.  I believe there was a mod that can be used to increase the max time on wait menu, but can't remember which mod that was - if someone remembers it, would be nice to point the way.

Posted

Thanks for sugestion guys. Yes its every npc that hang out in riften square. Ill play abit avoiding the area and comback after some time. Maybe they will reset. If not then ill try your sugestions.

Posted

Just a silent observer and lover of this community here. Before I updated to 1.3f everything was working great; however, I have come across this problem where my Player Character is always the passive role when engaging in sex. I made the rules correctly; wherein, the player was the source and the female followers, or human females were the targets. The animations and the mod itself are working perfectly, but my character is always the passive recipient. Is this a known problem? 

Posted

-Pretty major bug discovered. If you set sexlab scaling off for 1 rule it will disable scaling for all sexlab after playing. Even scenes that are triggered by other mods will have scaling off after the rule was 1st played. No idea if its possible to get scaling back.

 

-All rules like to change to agressive for some reason. Even if agressivness is set to "never". Only way to fix is delete all rules and write em again.

 

-Dialog on actors presist if you ever set "player ask for sex" and decide to either disable or delete the rule. Actors effected will be stuck with uslesss dialog tree.

Posted

-Pretty major bug discovered. If you set sexlab scaling off for 1 rule it will disable scaling for all sexlab after playing. Even scenes that are triggered by other mods will have scaling off after the rule was 1st played. No idea if its possible to get scaling back.

 

-All rules like to change to agressive for some reason. Even if agressivness is set to "never". Only way to fix is delete all rules and write em again.

 

-Dialog on actors presist if you ever set "player ask for sex" and decide to either disable or delete the rule. Actors effected will be stuck with uslesss dialog tree.

 

Thanks for the report.

 

1. I will fix it.

 

2. Already fixed in V1.4

 

3. Already fixed in V1.4

Posted

Hi CPU,

 

Just an update on the flying/floating horse issue. It still happens even with the isbeingridden() checks in place. I've searched the net and it appears that this glitch has been around in skyrim since it's release and there doesn't seem to be any definitive way to fix it. Many people have simply stopped riding mounts, which is a shame. Some believe it to be a graphics card issue and the suggestion is to turn vsync on. Mine's on already :(

 

If anyone knows of a solution to this, please post it, thanks

 

@Edit: If anyone is interested, I am currently trying out a fix for this issue. I have a Nvidia GTX 650 Ti Boost graphics card and I normally optimise the settings for skyrim using GeForce Experience. However, it was suggested to use an open source card/game profiler - Nvidia Inspector by Orbmu2K. This will limit the fps of the card to 60fps, which is the normal skyrim limit. If the fps exceeds 60 this can cause the issue - check fps ingame by pressing [Alt] Numpad[ * ]. So far so good. I was also running in windowed mode for test purposes. This too may have contributed to this issue.

 

Although this issue is in no way caused by Scent of Sex, I still believe that including checks for ridden mounts is a good thing for game play in skyrim.

This actually sounds more like a physics issue, "time of update to energy stored". Springs are a good example of this, where if the update is too slow the stored energy in the spring causes it to react in the extreme, then in the next update it calculates off this value and becomes even more extreme, and cascades like that.

Posted

 

Hi CPU,

 

Just an update on the flying/floating horse issue. It still happens even with the isbeingridden() checks in place. I've searched the net and it appears that this glitch has been around in skyrim since it's release and there doesn't seem to be any definitive way to fix it. Many people have simply stopped riding mounts, which is a shame. Some believe it to be a graphics card issue and the suggestion is to turn vsync on. Mine's on already :(

 

If anyone knows of a solution to this, please post it, thanks

 

@Edit: If anyone is interested, I am currently trying out a fix for this issue. I have a Nvidia GTX 650 Ti Boost graphics card and I normally optimise the settings for skyrim using GeForce Experience. However, it was suggested to use an open source card/game profiler - Nvidia Inspector by Orbmu2K. This will limit the fps of the card to 60fps, which is the normal skyrim limit. If the fps exceeds 60 this can cause the issue - check fps ingame by pressing [Alt] Numpad[ * ]. So far so good. I was also running in windowed mode for test purposes. This too may have contributed to this issue.

 

Although this issue is in no way caused by Scent of Sex, I still believe that including checks for ridden mounts is a good thing for game play in skyrim.

This actually sounds more like a physics issue, "time of update to energy stored". Springs are a good example of this, where if the update is too slow the stored energy in the spring causes it to react in the extreme, then in the next update it calculates off this value and becomes even more extreme, and cascades like that.

 

 

That may well be how the effect is generated by the graphics engine. What I need to know is, how do you remove the springs? ;) Interestingly, my player can still mount the horse during a scene and it looks like a bronco at a rodeo. When the scene ends the effect occurs again :( I guess the answer is to keep away from rodeos...

 

Posted

Doubt that you can fix it, physics is usually hard-coded, more than likely with events registered to the Havok engine. The problem might not be the horse but the player instead, we don't know how they did the math and I'm sure skeletons with springy tits causing horses to reach escape velocity didn't come into the equation. You can try seeing if a non-physics skeleton behaves differently just incase it is the skeleton.

Posted

Doubt that you can fix it, physics is usually hard-coded, more than likely with events registered to the Havok engine. The problem might not be the horse but the player instead, we don't know how they did the math and I'm sure skeletons with springy tits causing horses to reach escape velocity didn't come into the equation. You can try seeing if a non-physics skeleton behaves differently just incase it is the skeleton.

 

It was suggested that the problem maybe caused by the frame rate at which the vanilla riding animations were created. If this was done at high fps and the in-game fps is also high, then this can cause this instability. Not sure whether it would be possible to replace these default animations, without breaking the game? At least to test out this theory. Thanks for your thoughts on this issue, much appreciated.

 

@edit I did a little research and found replacements for the default horse ride animations. There are two versions depending on whether you use hdt or not. I've tried both and so far I haven't seen this floating/flying effect. If anyone is interested, here is the link ( http://www.nexusmods.com/skyrim/mods/54908/? ) An added bonus is that these are both very nice animations and are a definite improvement on the vanilla.

Posted

I'm not able to use race filters. When I try to select a human race, the race I click on is not the race that's added. When selecting a creature, anything I click on will appear as a cow.  Moo.

 

 

 0  0 Skyrim.esm

 1  1 Update.esm

 2  2 Dawnguard.esm

 3  3 HearthFires.esm

 4  4 Dragonborn.esm

 5  5 Unofficial Skyrim Legendary Edition Patch.esp

 6  6 hdtHighHeel.esm

 7  7 RSkyrimChildren.esm

 8  8 Schlongs of Skyrim - Core.esm

 9  9 SexLab.esm

10  a SexLabAroused.esm

11  b CreatureFramework.esm

12  c HighResTexturePack01.esp

13  d HighResTexturePack02.esp

14  e HighResTexturePack03.esp

15  f Unofficial High Resolution Patch.esp

16 10 SkyUI.esp

17 11 SkyrimConfigMenu.esp

18 12 KS Hairdos - HDT.esp

19 13 Brows.esp

20 14 SameWalkRunSpeedsLite.esp

21 15 3DNPC.esp

22 16 Hothtrooper44_Armor_Ecksstra.esp

23 17 Hothtrooper44_ArmorCompilation.esp

24 18 Guard Dialogue Overhaul.esp

25 19 NPCs Protected Redux.esp

26 1a weaponsoftheshogunate.esp

27 1b RSChildren - Complete.esp

28 1c Holidays.esp

29 1d MashupUNP.esp

30 1e FNIS_PCEA2.esp

31 1f SimplyKnock.esp

32 20 Chesko_WearableLantern.esp

33 21 Female NPCs Cleaned-Up.esp

34 22 Male NPCs Cleaned-Up.esp

35 23 SexLabNudeCreatures.esp

36 24 SexLabNudeCreaturesDB.esp

37 25 SexLabNudeCreaturesDG.esp

38 26 HentaiCreatures.esp

39 27 ClefJ's Half Moon Mill- No Home Ver.esp

40 28 SMIM-Merged-All.esp

41 29 IV_Legion.esp

42 2a Karthwasten.esp

43 2b VikingGuards.esp

44 2c bobsarmory.esp

45 2d Portable Campsite.esp

46 2e bm_SimpleAction.esp

47 2f NPCs Protected Redux - iNPC.esp

48 30 Increased Bounty & Guild Rewards.esp

49 31 UNP Spice Gear.esp

50 32 aMidianborn_Skyforge_Weapons.esp

51 33 dD - Realistic Ragdoll Force - Realistic.esp

52 34 FNIS.esp

53 35 RaceMenu.esp

54 36 RaceMenuPlugin.esp

55 37 SexLab Eager NPCs.esp

56 38 Gildergreen Regrown.esp

57 39 FNISspells.esp

58 3a KS Hairdo's.esp

      SGEyebrows.esp

      MikanEyes All in one.esp

      Celes Nightingale Armor.esp

      RaceMenuMorphsUUNP.esp

      Ninja Outfit.esp

      Wa Masks.esp

      Dark Envoy.esp

59 3b Imaginator BETA.esp

60 3c TheEyesOfBeauty.esp

      SadisticMagicianMashup.esp

61 3d SOSRaceMenu.esp

62 3e XPMSE.esp

63 3f Schlongs of Skyrim.esp

64 40 SOS - VectorPlexus Regular Addon.esp

65 41 Black Mage Armor.esp

66 42 Battlemage Armour.esp

67 43 Vivid Weathers.esp

68 44 Headtracking.esp

69 45 SexLab Cumshot.esp

70 46 Wildcat - Combat of Skyrim.esp

71 47 SexLabDefeat.esp

72 48 DanceTogether.esp

73 49 Scent of Sex.esp

74 4a SLAnimLoader.esp

75 4b MoreNastyCritters.esp

76 4c SLAL_AnimationsByLeito.esp

77 4d SLALAnimObj.esp

78 4e When Vampires Attack.esp

79 4f Tiwa44_Minidresses.esp

80 50 Tiwa44_Minidresses_Dragonborn.esp

81 51 Convenient Horses.esp

82 52 WetandCold.esp

83 53 WetandCold - Ashes.esp

84 54 Alternate Start - Live Another Life.esp

85 55 AMatterOfTime.esp

 

 

Posted

I'm not able to use race filters. When I try to select a human race, the race I click on is not the race that's added. When selecting a creature, anything I click on will appear as a cow.  Moo.

 

 

 0  0 Skyrim.esm

 1  1 Update.esm

 2  2 Dawnguard.esm

 3  3 HearthFires.esm

 4  4 Dragonborn.esm

 5  5 Unofficial Skyrim Legendary Edition Patch.esp

 6  6 hdtHighHeel.esm

 7  7 RSkyrimChildren.esm

 8  8 Schlongs of Skyrim - Core.esm

 9  9 SexLab.esm

10  a SexLabAroused.esm

11  b CreatureFramework.esm

12  c HighResTexturePack01.esp

13  d HighResTexturePack02.esp

14  e HighResTexturePack03.esp

15  f Unofficial High Resolution Patch.esp

16 10 SkyUI.esp

17 11 SkyrimConfigMenu.esp

18 12 KS Hairdos - HDT.esp

19 13 Brows.esp

20 14 SameWalkRunSpeedsLite.esp

21 15 3DNPC.esp

22 16 Hothtrooper44_Armor_Ecksstra.esp

23 17 Hothtrooper44_ArmorCompilation.esp

24 18 Guard Dialogue Overhaul.esp

25 19 NPCs Protected Redux.esp

26 1a weaponsoftheshogunate.esp

27 1b RSChildren - Complete.esp

28 1c Holidays.esp

29 1d MashupUNP.esp

30 1e FNIS_PCEA2.esp

31 1f SimplyKnock.esp

32 20 Chesko_WearableLantern.esp

33 21 Female NPCs Cleaned-Up.esp

34 22 Male NPCs Cleaned-Up.esp

35 23 SexLabNudeCreatures.esp

36 24 SexLabNudeCreaturesDB.esp

37 25 SexLabNudeCreaturesDG.esp

38 26 HentaiCreatures.esp

39 27 ClefJ's Half Moon Mill- No Home Ver.esp

40 28 SMIM-Merged-All.esp

41 29 IV_Legion.esp

42 2a Karthwasten.esp

43 2b VikingGuards.esp

44 2c bobsarmory.esp

45 2d Portable Campsite.esp

46 2e bm_SimpleAction.esp

47 2f NPCs Protected Redux - iNPC.esp

48 30 Increased Bounty & Guild Rewards.esp

49 31 UNP Spice Gear.esp

50 32 aMidianborn_Skyforge_Weapons.esp

51 33 dD - Realistic Ragdoll Force - Realistic.esp

52 34 FNIS.esp

53 35 RaceMenu.esp

54 36 RaceMenuPlugin.esp

55 37 SexLab Eager NPCs.esp

56 38 Gildergreen Regrown.esp

57 39 FNISspells.esp

58 3a KS Hairdo's.esp

      SGEyebrows.esp

      MikanEyes All in one.esp

      Celes Nightingale Armor.esp

      RaceMenuMorphsUUNP.esp

      Ninja Outfit.esp

      Wa Masks.esp

      Dark Envoy.esp

59 3b Imaginator BETA.esp

60 3c TheEyesOfBeauty.esp

      SadisticMagicianMashup.esp

61 3d SOSRaceMenu.esp

62 3e XPMSE.esp

63 3f Schlongs of Skyrim.esp

64 40 SOS - VectorPlexus Regular Addon.esp

65 41 Black Mage Armor.esp

66 42 Battlemage Armour.esp

67 43 Vivid Weathers.esp

68 44 Headtracking.esp

69 45 SexLab Cumshot.esp

70 46 Wildcat - Combat of Skyrim.esp

71 47 SexLabDefeat.esp

72 48 DanceTogether.esp

73 49 Scent of Sex.esp

74 4a SLAnimLoader.esp

75 4b MoreNastyCritters.esp

76 4c SLAL_AnimationsByLeito.esp

77 4d SLALAnimObj.esp

78 4e When Vampires Attack.esp

79 4f Tiwa44_Minidresses.esp

80 50 Tiwa44_Minidresses_Dragonborn.esp

81 51 Convenient Horses.esp

82 52 WetandCold.esp

83 53 WetandCold - Ashes.esp

84 54 Alternate Start - Live Another Life.esp

85 55 AMatterOfTime.esp

 

 

Yes, it is a known problem of V1.3

It is already fixed (for good) in V1.4

Posted

Progress Update
 

The new version is progressing well (thanks to the help of @reikiri and @satanfist)

But there are still many things to fix and validate.

Here what is going on:

 

 

(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 Nobody.
(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 Factions editor
(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) Improved the clean up to clean up everything, including SexLab references, properties, arrays, etc.
(fixed) Improved the loaders and the checking of the full initialization.
(new) Added a clean-up quest to find actors by alias and remove them from SSX factions
(new) Added two different ways to select the rule based on priorities (the previous Scaled mode and the new Absolute priority)
(fixed) Now Cell Scanner stops right away when you disable the mod
(new) The default settings of the rules for stopping combat is not to stop them for player and followers. Was easy to forget to set this for health or bleedout rules.
(new) Added a new way to scan actors, faster than before, and handles directly the pacification of actors (stop combats)
(new) Added (back) the items to wear as starting mode (regression of version 1.3)
(new) Colossal speed improvement in scanning and rule checking
(fixed) Solved a problem when initializing empty string arrays. It was taking 10 seconds, not it is a small fraction of second
(fixed) If you exported a rule that had a non-valid Windows file name character, the rule was not exported. Now illegal characters are replaced with underscores
(new) Now is possible to add some ForePlay to the rules. LeadIn animations have to be enabled, and there should be animations available for the number of participants. The config is specific for each rule
(fixed) Solved a serious problem in finding is a specific creature race was enabled
(new) Scanner(s), Checker, and Player are no more conflicting for resources during critical sections
(improved) Catchers now are way lighter than before, and more events are handled by them (reducing the load)

 

Posted

Random thoughts from running 1.3f:

 

In general, I like it. Primarily use it to run NPC/NPC interactions, player interaction rule sets are usually turned off. I would say that best case I'm sort of planning to use it as a replacement for Defeat (which is mostly geared towards the player) and SexLife (which I like but isn't as flexible as SoS).

 

Seems to be a bit conflicty with SL Arousal Monitor Widget, I've had to manually drop that in the order behind SoS to get it to update correctly.

 

It is possible under expert to set rules regarding aggressiveness that are mutually exclusive and pop an unknown error in the log (the fix to this is probably "don't do that", but at least for logging purposes it may be something to flag in a specific debug message)

 

Also getting the problems with location rules not working properly (I just don't specify locations in rules and then toggle scanning off when I'm in a dungeon or something).

 

Will definitely upgrade to 1.4 when that's out and see how it goes.

Posted

...

 

Thanks.

 

By the way, the mod code is SSX, not SoS (that is Schlongs of Skyrim.)

Posted

Hey, this looks awesome and Ive been looking for something like this for a long time!

However, I have some problems setting it up:

 

Installation with MO is no problem and it initializes ingame without problems. However, my Animation and Race tab in the MCM keep refreshing/updating every few seconds and despite me creating a fresh FNIS for this, it does not detect the SexLab animations (none in Animation tab).

Also, when I create a rule and set a specific animation for it (example Missionary), this animation appears in the Animation tab, but cannot stay enabled. The "Enable All" button does nothing for me and when I enable it manually, it disables when I change tab.

 

You got any idea what went wrong?

Posted

...

 

They can be a couple of problems.

But right now my answer is: wait version 1.4, it is almost completed, it just needs some testing.

 

If all go right it will be uploaded next WeekEnd.

Posted

 

...

 

They can be a couple of problems.

But right now my answer is: wait version 1.4, it is almost completed, it just needs some testing.

 

If all go right it will be uploaded next WeekEnd.

 

Good, I'll be waiting impatiently :)

 

Posted

Would you consider adding spectator(s) as an option?  

 

Spectator Crowds Ultra (http://www.loverslab.com/files/file/1310-spectator-crowds-ultra-edition/) is one of those mods that many would like to use but don't for fear of its heavy scripts.  It feels like that there is a lot of synergy between that mod and SSX's mechanics.

 

In addition to the added realism of having spectators, I think a lot of people would love to make SSX rules using combinations of location, faction, actor or even item to stage shows or even set up storytelling. 

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