Guest Posted November 12, 2016 Posted November 12, 2016 Progress Update Version 1.4 is about complete. Just time to find if everything is working correctly. Warning, it is a long, non-organized list... (fixed) NPCs too far away are now 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 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 (previous scaled mode and 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 stopped 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) (new) Completely rewritten the RuleChecker and the EventCatchers, now the rules are checked way faster (fixed) When combats were stopped for a scene, now when the scene ends combats are restored correctly (@reikiri) (new) Added the ability to set locations, cells, and location types as negative for the rules. Making a rule not valid in case you are in a bad location/cell/location type (new) The combat restore can have a delay, to give you time to run away in case a combat or bleedout assault (fixed) The translation cache was not really used, but it was consuming power. Now it is fully used (new) It is possible now to have Spectators for the sex scenes. Functionality similar to Spectator Crowds. (improved) Used a single array, for all actors to store aggressiveness and predator faction, no more dependent on active scenes (new) Is it possible now to track (notifications and/or traces) what the mod is doing (improved) Completely re-wrote the debug and notification system (new) Added a new notification to understand what the mod is doing (fixed) The SpeechCraft of the player was never increased when asking for sex (improved) Faster stop of the mod when actions are performed (improved) Highlights of actors now are easier to use (improved) Scanners will not double scan while moving between cells (improved) Sexual orientation now allows also creature preference (new) Collaborators can be set as Optional, they will be used only if available
Ubbo Sathla Posted November 13, 2016 Posted November 13, 2016 "Target/Source/Collaborator has to wear ... " as filter for triggerring The Rule (it was in Version 1.2, but not avaible in 1.3) Will it included in version 1.4? --------------------- And I prefer v1.2 instead of this buggy as hell version 1.3
reikiri Posted November 13, 2016 Posted November 13, 2016 Thanks for the great mod, I know you must be sick of feature requests and I'm not sure whether this is already in the mod or not but I can't find it- is there a way to make a rule that applies only to NPCs who are of a certain relationship rank with the player? For example I'd like to make a rule where NPCs of relationship rank 4 (lover) approach my PC and ask for sex. Right now is not possible. And will be not for version 1.4 Thanks for the reply and no worries, somewhere down the line I'd definitely appreciate the feature as I think it would open a lot of interesting possibilities but obviously much more important things on your plate! ...however you can make rules for specific NPCs. It won't dynamically add/remove them based on relationship, but you can manually add the NPCs you want to the rule participant list - the end result would be same, and it's manageable if the list isn't terribly long. Alternately you could perhaps gift them all with some wearable item, and then make a rule based on having that item.
Guest Posted November 13, 2016 Posted November 13, 2016 "Target/Source/Collaborator has to wear ... " as filter for triggerring The Rule (it was in Version 1.2, but not avaible in 1.3) Will it included in version 1.4? --------------------- And I prefer v1.2 instead of this buggy as hell version 1.3 Yes.
jimmywon34 Posted November 14, 2016 Posted November 14, 2016 "Target/Source/Collaborator has to wear ... " as filter for triggerring The Rule (it was in Version 1.2, but not avaible in 1.3) Will it included in version 1.4? --------------------- And I prefer v1.2 instead of this buggy as hell version 1.3 does one of those bugs include scenes not starting?
Ubbo Sathla Posted November 14, 2016 Posted November 14, 2016 "Target/Source/Collaborator has to wear ... " as filter for triggerring The Rule (it was in Version 1.2, but not avaible in 1.3) Will it included in version 1.4? --------------------- And I prefer v1.2 instead of this buggy as hell version 1.3 does one of those bugs include scenes not starting? No. The rule won't starting sometimes. Something wrong with SSX engine. Example: When I've created the rule with condition "target be nude", the rule working fine, but when I've edited the same rule with condition "target arousal =>8" then the rule won't starting. Engine still thinks that the condition is "target be nude". SSX v1.3f won't update the rule after I've edited the same rule.(It's updated only if I've restarted whole game) Start/Stop SSX and recache doesn't help.
jimmywon34 Posted November 14, 2016 Posted November 14, 2016 hmmm I can't seem to get one of my rules to work with my followers I have set to when they see nudity it's suppose to start and I have been nude for hours now and they have not approached me for sex. by the way do we have to apply scent every time we load our save? every time I go into the mcm when I start my save It says apply scent and has to be hit to apply or I have to hit the hotkey to apply/
Guest Posted November 14, 2016 Posted November 14, 2016 Guys, please wait a few days. V1.4 is almost done.
0x8421 Posted November 15, 2016 Posted November 15, 2016 So not to be the guy that brings up stuff right before a release but I've noticed some odd behavior under some dialogue options in the 1.3f interaction rules that I didn't see listed in the big spoilered update list last page. Specifically I don't see a lot of variance when using the target raped on denials options: it seems like any option other than "always" actually results in "never", which kind of limits the utility of the rule for writing NPC behaviors. It would be cool to see a debug option to drop the rolls for the never/rarely/sometimes/usually/always logic into the logs so I could be a little more certain about it. I run a log monitor in a second window when I'm playing so I can see what the scripts are up to in realtime, it's a big help.
Guest Posted November 15, 2016 Posted November 15, 2016 So not to be the guy that brings up stuff right before a release but I've noticed some odd behavior under some dialogue options in the 1.3f interaction rules that I didn't see listed in the big spoilered update list last page. Specifically I don't see a lot of variance when using the target raped on denials options: it seems like any option other than "always" actually results in "never", which kind of limits the utility of the rule for writing NPC behaviors. It would be cool to see a debug option to drop the rolls for the never/rarely/sometimes/usually/always logic into the logs so I could be a little more certain about it. I run a log monitor in a second window when I'm playing so I can see what the scripts are up to in realtime, it's a big help. I am all for adding other debug options.
reikiri Posted November 16, 2016 Posted November 16, 2016 As noted above, 1.4 is pretty close, so if you haven't installed the mod yet, it's a good idea to hold for a bit longer and check back in a couple of days or so - 1.3 had a bunch of issues, and 1.4 is pretty much a full rewrite of the mod. Updating from 1.3 is going to need a cleansave - so it's a bit less work if you never had 1.3 installed. For anyone who's still using the 1.3F version, there was 1.3G patch a while back on this thread: http://www.loverslab.com/topic/64169-scent-of-sex/?p=1698409 ..and some further fixes that may help as well... http://www.loverslab.com/topic/64169-scent-of-sex/?p=1714073 But again - if you haven't installed 1.3 yet, it's better to wait a little longer. It'll be worth it.
0x8421 Posted November 20, 2016 Posted November 20, 2016 Posting in case this is still relevant to 1.4: Not entirely sure how this happened, but I get a whooole lot of spam in the papy logs lately with these sorts of messages: [11/19/2016 - 03:47:31PM] ERROR: Array index 47 is out of range (0-24) stack: <unknown self>.ssxrunner.sortStringsAndInts() - "ssxRunner.psc" Line 6029 [ssxDC (2701E767)].ssxdeferredconfigloader.loadSSXConfig() - "ssxDeferredConfigLoader.psc" Line 152 [ssxDC (2701E767)].ssxdeferredconfigloader.manageConfig() - "ssxDeferredConfigLoader.psc" Line 26 [11/19/2016 - 03:47:31PM] ERROR: Array index 46 is out of range (0-24) stack: <unknown self>.ssxrunner.sortStringsAndInts() - "ssxRunner.psc" Line 6029 [ssxDC (2701E767)].ssxdeferredconfigloader.loadSSXConfig() - "ssxDeferredConfigLoader.psc" Line 152 [ssxDC (2701E767)].ssxdeferredconfigloader.manageConfig() - "ssxDeferredConfigLoader.psc" Line 26 (again for lines 6032, 6034, 6049, 6050) [11/19/2016 - 03:47:42PM] ERROR: Array index 47 is out of range (0-24) stack: [ssx (27021278)].ssxrunner.updateAllNeededRaces() - "ssxRunner.psc" Line 5632 [ssx (27021278)].ssxrunner.postInit() - "ssxRunner.psc" Line 1944 [alias PlayerLoadGame on quest ssx (27021278)].ssxplayerloadsgame.doInit() - "ssxPlayerLoadsGame.psc" Line 88 [alias PlayerLoadGame on quest ssx (27021278)].ssxplayerloadsgame.OnPlayerLoadGame() - "ssxPlayerLoadsGame.psc" Line 33 [11/19/2016 - 03:48:51PM] ERROR: Array index 47 is out of range (0-24) stack: <unknown self>.ssxrunner.sortStringsAndInts() - "ssxRunner.psc" Line 6029 [ssx (27021278)].ssxrunner.updateValidRaces() - "ssxRunner.psc" Line 5443 [ssxDI (27035AE1)].ssxdeferreditemsloader.DoRescan() - "ssxDeferredItemsLoader.psc" Line 155 [11/19/2016 - 03:48:53PM] ERROR: Array index 47 is out of range (0-24) stack: [ssx (27021278)].ssxrunner.updateValidRaces() - "ssxRunner.psc" Line 5476 [ssxDI (27035AE1)].ssxdeferreditemsloader.DoRescan() - "ssxDeferredItemsLoader.psc" Line 155 [11/19/2016 - 03:49:09PM] ERROR: Array index 47 is out of range (0-24) stack: [ssx (27021278)].ssxrunner.updateAllNeededRaces() - "ssxRunner.psc" Line 5623 [ssxm (27038B54)].ssxMCM.OnConfigClose() - "ssxMCM.psc" Line 198 [ssxm (27038B54)].ssxMCM.CloseConfig() - "SKI_ConfigBase.psc" Line 840 [SKI_ConfigManagerInstance (2C000802)].SKI_ConfigManager.OnModSelect() - "SKI_ConfigManager.psc" Line 136 [11/19/2016 - 03:49:16PM] ERROR: Array index 47 is out of range (0-24) stack: [ssx (27021278)].ssxrunner.updateAllNeededRaces() - "ssxRunner.psc" Line 5623 [ssxm (27038B54)].ssxMCM.OnConfigClose() - "ssxMCM.psc" Line 198 [ssxm (27038B54)].ssxMCM.CloseConfig() - "SKI_ConfigBase.psc" Line 840 [SKI_ConfigManagerInstance (2C000802)].SKI_ConfigManager.OnModSelect() - "SKI_ConfigManager.psc" Line 136 and so on, for every line these functions are called and for every out of range value from 25 to 47. There's also some strangeness going on when I get into the Races submenu that seems related: the first 25 unique races (some are added by other mods) are there up to WoodElf Vampire, but then it continues to add duplicate WoodElf Vampire entries such that if I scroll all the way down I have a page literally full of WoodElf Vampire options. (also there are 48 total options including all the WoodElf Vampire clones, which tracks with the errors going up to array position 47). Is there an implicit hardcoded limit on the maximum number of races it expects to find, maybe? Regardless, I'm not quite sure what to do to try and clear all these duplicates out of the mod's data.
Guest Posted November 20, 2016 Posted November 20, 2016 Posting in case this is still relevant to 1.4: Not entirely sure how this happened, but I get a whooole lot of spam in the papy logs lately with these sorts of messages and so on, for every line these functions are called and for every out of range value from 25 to 47. There's also some strangeness going on when I get into the Races submenu that seems related: the first 25 unique races (some are added by other mods) are there up to WoodElf Vampire, but then it continues to add duplicate WoodElf Vampire entries such that if I scroll all the way down I have a page literally full of WoodElf Vampire options. (also there are 48 total options including all the WoodElf Vampire clones, which tracks with the errors going up to array position 47). Is there an implicit hardcoded limit on the maximum number of races it expects to find, maybe? Regardless, I'm not quite sure what to do to try and clear all these duplicates out of the mod's data. Thanks for the post. But yeah, no more relevant with version 1.4 were the problems were already addressed. Stay tuned.
Guest Posted November 20, 2016 Posted November 20, 2016 Any ETA for 1.4 yet? If everything goes well will be by the end of the day. If not will be during ThanksGiving holidays.
reikiri Posted November 20, 2016 Posted November 20, 2016 Any ETA for 1.4 yet? T minus 10.. 9.. 8.. 7...
reikiri Posted November 20, 2016 Posted November 20, 2016 SSX was massive mod already on version 1.3. With 1.4 it's grown even bigger. Probably over 50% of the code is rewritten, and in terms of performance you can think of it as entirely different mod. Compared to 1.3 it's blazingly fast. Still, it's really complex mod, so it doesn't always react to things instantly.There's a few semi-random things I'd like to point out First and foremost - if you are coming from 1.3 version you'll need to do cleansave before installing 1.4. Look for the spoiler under the red Warning text for instructions. If you are planning on using 'combat sex' rules - rules that trigger on bleedout or health level, you can set the mod to stop combat immediately when the health limit is reached - before it has actually checked if all the other conditions are met. The advantage is that combat stops immediately, downside is that in some cases no rules can actually be triggered, so combat will resume after a short pause. Which one works better, depends on the kind of rules you make. The option is under Main / edit Config / Force Stop Combats. "Followers Stay in Bleedout" should prevent your followers from automatically recovering health - which is useful for giving rules time to trigger on them.Normally only actors with bleedout rule are protected - those with health rules can still die if rule doesn't trigger fast enough. 'Protect on Health Rules' option, if enabled, will apply the 'bleedout protection' also on anyone who has a health rule - so they will not die even if reduced to zero health from big hit, or because the rule didn't react quickly enough. This option is in main / edit Confit page. (On first 1.4 release it's called "Protect Player on Health rules", and doesn't function correctly if disabled.. targets were still protected on health rules, but would not recover health, leaving them in permanent bleedout. Version 1.4a fixes it).Rules Priority Mode on the same page may be a bit confusing. You can set a 'priority' for each rule. In 'scaled probability' mode, each valid rule has a chance of triggering each time the rules are checked. The priority defines how often particular rule is picked (higher priority rules are picked more often, but even lowest priority rule can trigger). On 'Priority First' mode, out of all valid rules (those with all conditions met), only one of the highest matching priority can trigger (if there are rule 1 with 'high', rule 2 with 'high' and rule 3 with 'medium' piority, only 1 or 2 can trigger - which one of the two, is picked at random).Someone was asking for a way to create rules depending on relationship (friend, spouse etc). I suggested earlier making a rule tied to some wearable item which you can give to those you want to include in rule, but 1.4 has something better. The Main / edit Sexuality page, lets you add 5 spells to yourself. You can use these spells to add/remove actors to 5 separate groups (casting the spell will add actor to group.. casting it again on same actor will remove them from group). These groups count as 5 distinct factions, which you can then use as a condition in a rule. So set all your lovers to group - say group 1 - and make a rule that works on anyone in group 1.About Scan Mode (main page), all of the modes should work on 1.4 version, but like has been noted elsewhere, cell scanning is not very good at outdoors area because of the way outdoor areas are split into cells. Think of it as a sort of 'last resort'. I've been using alias scan myself, and it's worked fine, but cloak scan should be alright too - whichever works best for you.When the mod is running, it'll search around you for any viable actors, then compare each of them, to each position in each existing rule. If you have a lot of rules, in a busy area (say Whiterun), doing the scanning and comparing can take a long time (up to a minute or more in extreme cases). Keeping the number of rules low can help a lot with this.If it seems the mod really stopped working for some reason, try first to stop it, wait for a moment to let it shut down (5-10 seconds should be enough) and then reapply the mod. In most cases this should fix the issues (but it can still take a while for it to scan the surroundings and actually start triggering the rules). If even that doesn't help, go to 'debug' page, and select the 'Force Restart' option. It won't remove your rules or reset your settings, but will force the mod to do a restart similar to as if you had reloaded the game. This should reset things in more difficult cases.
Blinddragon Posted November 20, 2016 Posted November 20, 2016 I've run into a problem, SSX won't recognise any animations, nor give me any rules related to SL or SL Aroused Redux. Any ideas as to why this happens?
reikiri Posted November 20, 2016 Posted November 20, 2016 I've run into a problem, SSX won't recognise any animations, nor give me any rules related to SL or SL Aroused Redux. Any ideas as to why this happens? First things that come to mind: 1) if you used version 1.3, make sure you do proper cleansave before using 1.4. You can try making new game to see if that helps, first 2) also if you have config file from 1.3, you can try loading the mod without it. for #2, go to SLSE/Plugins/Scent of Sex folder, and move the "Scent of Sex Config.json" file to some other folder. Try doing that, and starting a new game - and see if the mod works right then. If it helps, then doing a cleansave and fixing the config file should help in your actual savegame.
Blinddragon Posted November 20, 2016 Posted November 20, 2016 I've run into a problem, SSX won't recognise any animations, nor give me any rules related to SL or SL Aroused Redux. Any ideas as to why this happens? First things that come to mind: 1) if you used version 1.3, make sure you do proper cleansave before using 1.4. You can try making new game to see if that helps, first 2) also if you have config file from 1.3, you can try loading the mod without it. for #2, go to SLSE/Plugins/Scent of Sex folder, and move the "Scent of Sex Config.json" file to some other folder. Try doing that, and starting a new game - and see if the mod works right then. If it helps, then doing a cleansave and fixing the config file should help in your actual savegame. Thanks for the reply. But I forgot to change the complexity... I feel really dumb right now.
Starbrow65 Posted November 20, 2016 Posted November 20, 2016 ...2, ...1, ...Published! Enjoy. Nice. Thanks!
reikiri Posted November 20, 2016 Posted November 20, 2016 Thanks for the reply. But I forgot to change the complexity... I feel really dumb right now. Ah, right. Glad it was simple fix then.
Ulfberto Posted November 20, 2016 Posted November 20, 2016 why do "enable orgies" can't be enabled? it's with gray letters cannot be selected. is it disabled for 1.4? thanks for update though
Guest Posted November 20, 2016 Posted November 20, 2016 why do "enable orgies" can't be enabled? it's with gray letters cannot be selected. is it disabled for 1.4? thanks for update though In case one of the participant is the player, then the rule is not good for "orgies", the player cannot be in more than one scene at time.
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