Ulfberto Posted November 20, 2016 Posted November 20, 2016 no i mean, there's a orgy option that allows more than one scene with same rule. For example: i'm using a rule that uses arousal lvl >=50, so if there are 4 actors with this requirement, so they will do play with rule but not all in the same group, 2 actors do it among them and the another 2 actors do among them but all of them at same time. Without this option the rule will play once till the current scene ends so the another actors with high arousal level can play it. Wish i was clear enough lol
Guest Posted November 20, 2016 Posted November 20, 2016 Enable orgies will trigger the rule again as soon as the first one starts. It cannot be applied in two cases: 1) The player is one of the participants 2) You have set that only one scene can run in parallel P.S. I will check this case, and if there is an error I will provide a fix.
Ulfberto Posted November 20, 2016 Posted November 20, 2016 about the first option i've set player or male human as "source"(the or doesn't mean that if i'm already in a scene the rule can choose another npc?). And the parallel scene is already enabled
Guest Posted November 21, 2016 Posted November 21, 2016 The problem is that player cannot be involved in orgies. Duplicate the rule, and on the copy remove the player as possibility. Then you should be able to activate orgies for the second rule.
Ulfberto Posted November 21, 2016 Posted November 21, 2016 worked . Weird, somehow in 1.3 i hadn't needed to do this. Anyway thank you for your hard work, i'm really happy with this tool ^^
Guest Posted November 21, 2016 Posted November 21, 2016 You welcome. It was actually a safety feature. I think I added in one of the last patches of 1.3
bogus123 Posted November 21, 2016 Posted November 21, 2016 Howdy. Is SSX supposed to disregard the consensual/aggressive toggle within Sexlab? Going all the way back to 1.2a it has only seen animations active on the consensual side (and presumably creature), disregarding any animations active on the aggressive side. I've gotten around it somewhat by making good use of tags, but very few other mods will allow that. It's disconcerting to come home from a long week of adventuring looking to bang the wife, only to start bashing her head against the ground. Finally figured I'd check to make sure it's not just bugged on my end.
Guest Posted November 21, 2016 Posted November 21, 2016 Howdy. Is SSX supposed to disregard the consensual/aggressive toggle within Sexlab? Going all the way back to 1.2a it has only seen animations active on the consensual side (and presumably creature), disregarding any animations active on the aggressive side. I've gotten around it somewhat by making good use of tags, but very few other mods will allow that. It's disconcerting to come home from a long week of adventuring looking to bang the wife, only to start bashing her head against the ground. Finally figured I'd check to make sure it's not just bugged on my end. SexLab gives you two sets of animations: consensual and aggressive. I search from one set or another depending on the availability of the aggressive tag in your tags/animations selection.
bogus123 Posted November 21, 2016 Posted November 21, 2016 Howdy. Is SSX supposed to disregard the consensual/aggressive toggle within Sexlab? Going all the way back to 1.2a it has only seen animations active on the consensual side (and presumably creature), disregarding any animations active on the aggressive side. I've gotten around it somewhat by making good use of tags, but very few other mods will allow that. It's disconcerting to come home from a long week of adventuring looking to bang the wife, only to start bashing her head against the ground. Finally figured I'd check to make sure it's not just bugged on my end. SexLab gives you two sets of animations: consensual and aggressive. I search from one set or another depending on the availability of the aggressive tag in your tags/animations selection. I just unticked every animation under consensual and ticked 50 or so under aggressive. SSX reports 0 animations. It won't see any animation that isn't active under consensual. That make sense?
Guest Posted November 21, 2016 Posted November 21, 2016 I just unticked every animation under consensual and ticked 50 or so under aggressive. SSX reports 0 animations. It won't see any animation that isn't active under consensual. That make sense? I don't know, export your rules and post them. I will give a look.
reikiri Posted November 21, 2016 Posted November 21, 2016 Howdy. Is SSX supposed to disregard the consensual/aggressive toggle within Sexlab? Going all the way back to 1.2a it has only seen animations active on the consensual side (and presumably creature), disregarding any animations active on the aggressive side. I've gotten around it somewhat by making good use of tags, but very few other mods will allow that. It's disconcerting to come home from a long week of adventuring looking to bang the wife, only to start bashing her head against the ground. Finally figured I'd check to make sure it's not just bugged on my end. SexLab gives you two sets of animations: consensual and aggressive. I search from one set or another depending on the availability of the aggressive tag in your tags/animations selection. I just unticked every animation under consensual and ticked 50 or so under aggressive. SSX reports 0 animations. It won't see any animation that isn't active under consensual. That make sense? The main (toggle animations) list on sexlab toggles the animations for everything (consensual or not). Unset animation in it if you don't want to ever have sexlab play it. The aggressive list is for toggling which animations you count as aggressive. Anything that's on aggressive list AND on the toggle list, is aggressive animation that sexlab could play. Anything on toggle list but NOT on the aggressive list is consensual animation that sexlab could play. Anything NOT on the toggle list is animation that should not be played in any context. (Technically an animation that is NOT on toggle list but IS on aggressive list would be an aggressive animation you don't want sexlab to play). You can see this in work if you open sexlab's aggressive animations list. Mouse over any animation on that list. If the animation is checked on this list, it will show 'Aggressive' tag. If you uncheck it from this list, the 'Aggressive' tag will disappear - this is regardless of whether the animation is on toggle list or not. There's also 'AggressiveDefault' flag which I believe signifies whether the animation should be checked on aggressive list on default settings (like when you first install sexlab). You can use it to weigh whether the animation was originally intended to play in aggressive context - if you've changed the settings and are no longer sure which one goes where. From the point of view of SSX, the consensual list would then be the list of animations that are on the toggle list but not on the aggressive list, and the aggressive list would be the list of animations that are on BOTH lists. The "Restrict Aggressive Animations" checkbox under 'animation settings', will sort of reverses the filtering - if you have it checked, then consensual scenes play only consensual animations and aggressive scenes play only aggressive animations. If you uncheck it, then aggressive scenes play only aggressive animations but consensual scenes can play both aggressive and consensual animations. So since you want to make strict separation between the lists, make sure that setting is toggled on. I'm not sure if this has effect on SSX, I haven't tested it (I keep it enabled, otherwise things can turn really strange). The 'foreplay' list works similar to aggressive list, but it toggles the 'LeadIn' tag on animations (any animation toggled on in foreplay list will have 'LeadIn' tag added to it). I think the 'default' tag for foreplay list is 'Foreplay' (that is, any animation that has 'foreplay' tag should be checked on 'Foreplay' list in default settings). Creature animations are totally separate from the other lists. They will all have 'bestiality' tag. I think they all are also marked with 'Dirty' tag, but I'm not certain of that. Hope this helps.
TSS5062 Posted November 21, 2016 Posted November 21, 2016 Just wanted to say thanks to all you eggheads that worked on this.
alexm88 Posted November 21, 2016 Posted November 21, 2016 Hi! Just installed the new verison and imported sex rules left from 1.3G. Under "Interaction" tab "Enable npc to npc dialogues" is now unavailable if participant is set to "Generic or Player". Why? Rule still can be triggered if PC is not involved...
Roxasvent13 Posted November 21, 2016 Posted November 21, 2016 Amazing work with 1.4, add optional outcomes (like adding items,food,gold,devices, and send to areas) and it would lower my and many mod list. some mod integrations if enabled (Slave Tats, SD or Simple Slavery, ZAZ) and you would see mod of the year. for LL that is. Never stop updating, your work is legendary.
TanookiTamaTachi Posted November 21, 2016 Posted November 21, 2016 Congrats on the new release! Even with all the hiccups it had, SSX has been one of the most interesting mods to play with, so I very much look forward to tinkering around with this new and improved version. Much fun shall be had!
Next_To_Nothing Posted November 21, 2016 Posted November 21, 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. Thanks for the release! Been tinkering with it a bit, and I think this might still be a bug. In a similar vein I'm unable to get any variance in the 'Target Raped on Denial' interactions. I've attached a copy of the rule I was using, as well as my logs shortly after a scene was run. Papyrus.0.log SexLab Approach.json
bogus123 Posted November 22, 2016 Posted November 22, 2016 Howdy. Is SSX supposed to disregard the consensual/aggressive toggle within Sexlab? Going all the way back to 1.2a it has only seen animations active on the consensual side (and presumably creature), disregarding any animations active on the aggressive side. I've gotten around it somewhat by making good use of tags, but very few other mods will allow that. It's disconcerting to come home from a long week of adventuring looking to bang the wife, only to start bashing her head against the ground. Finally figured I'd check to make sure it's not just bugged on my end. SexLab gives you two sets of animations: consensual and aggressive. I search from one set or another depending on the availability of the aggressive tag in your tags/animations selection. I just unticked every animation under consensual and ticked 50 or so under aggressive. SSX reports 0 animations. It won't see any animation that isn't active under consensual. That make sense? The main (toggle animations) list on sexlab toggles the animations for everything (consensual or not). Unset animation in it if you don't want to ever have sexlab play it. The aggressive list is for toggling which animations you count as aggressive. Anything that's on aggressive list AND on the toggle list, is aggressive animation that sexlab could play. Anything on toggle list but NOT on the aggressive list is consensual animation that sexlab could play. Anything NOT on the toggle list is animation that should not be played in any context. (Technically an animation that is NOT on toggle list but IS on aggressive list would be an aggressive animation you don't want sexlab to play). You can see this in work if you open sexlab's aggressive animations list. Mouse over any animation on that list. If the animation is checked on this list, it will show 'Aggressive' tag. If you uncheck it from this list, the 'Aggressive' tag will disappear - this is regardless of whether the animation is on toggle list or not. There's also 'AggressiveDefault' flag which I believe signifies whether the animation should be checked on aggressive list on default settings (like when you first install sexlab). You can use it to weigh whether the animation was originally intended to play in aggressive context - if you've changed the settings and are no longer sure which one goes where. From the point of view of SSX, the consensual list would then be the list of animations that are on the toggle list but not on the aggressive list, and the aggressive list would be the list of animations that are on BOTH lists. The "Restrict Aggressive Animations" checkbox under 'animation settings', will sort of reverses the filtering - if you have it checked, then consensual scenes play only consensual animations and aggressive scenes play only aggressive animations. If you uncheck it, then aggressive scenes play only aggressive animations but consensual scenes can play both aggressive and consensual animations. So since you want to make strict separation between the lists, make sure that setting is toggled on. I'm not sure if this has effect on SSX, I haven't tested it (I keep it enabled, otherwise things can turn really strange). The 'foreplay' list works similar to aggressive list, but it toggles the 'LeadIn' tag on animations (any animation toggled on in foreplay list will have 'LeadIn' tag added to it). I think the 'default' tag for foreplay list is 'Foreplay' (that is, any animation that has 'foreplay' tag should be checked on 'Foreplay' list in default settings). Creature animations are totally separate from the other lists. They will all have 'bestiality' tag. I think they all are also marked with 'Dirty' tag, but I'm not certain of that. Hope this helps. Well I'll be damned. Never occurred to me to see it that way before. I always saw two lists, one for each category. Thanks for your explanation. It was indeed helpful.
spyke123 Posted November 22, 2016 Posted November 22, 2016 Loving it so far !!!! If I only had been allowed to use one mod, this would be it. Awesome... Its a shame dialogues cant be changed tho, would have wanted them better adapted to my own specific rules. Is it a complicated affair to change them myself in CK?
reikiri Posted November 22, 2016 Posted November 22, 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. Thanks for the release! Been tinkering with it a bit, and I think this might still be a bug. In a similar vein I'm unable to get any variance in the 'Target Raped on Denial' interactions. I've attached a copy of the rule I was using, as well as my logs shortly after a scene was run. I don't like all those errors SD and FNIS are throwing there, but can't say anything about them. I do however see a problem from SSX. If SSX tries to trigger a rule with mandatory bed, but it hasn't found any beds, then it falls through and tries to use index -1. This one should be fairly easy to fix. Known issues (to me) in 1.4 so far: - event based rules (such as bleedout or health) will fail if you have more than 4 similar ones affecting same actor (fixed for 1.4a) - scanning in outdoors areas leaves 'dirty' actors around. safety check clears them, so it's only efficiency issue (fixed for 1.4a) - rules can throw errors if bed is needed but none is found (fixed for 1.4a but needs testing) - if you go to bleedout under health rule, with no bleedout rule, and have 'protect player on health rules' set to 'NO', you'll be put in permanent bleedout. Stopping mod should restore your health, and you can restart mod afterwards. Keep this setting as 'YES' for now to avoid the problem. (fixed for 1.4a) - in many cases rules played from events fail to find source. (fixed for 1.4a) -- edit -- These are currently all problems in the working of the mod that I'm aware of. 1.4a is not out yet - there's bound to be more bugs coming up, and the fixes need some more testing for confidence that they are working right. If you don't see problems listed above in your rules, it's better to wait for 1.4a. If you do experience some of these issues, and they affect the working of the mod for you, you can try the hotfix I'll post below. READ THE INSTRUCTIONS FIRST 1) go into quiet place (like your home or an inn). 2) stop the mod (remove scent, or use hotkey). 3) save and exit game. (this will be 'save #3'). 4) take a copy of current mod so you can restore it if needed. 5a) if you use mod organizer, you can install hotfix as separate mod and load it after SSX 1.4. 5b) if not using mod organizer, extract the files from the hotfix, overwrite files on the mod with same name. 6) start the game and load save from #3. Do not overwrite the save from #3, use a different save from here on. 7) test the changes, see that they work for you. If all is well, carry on. ----- 8) if something went wrong, exit game. Remove the fix from mod organizer, or restore files from the backup you made in #4, then reload save from #3. After the actual 1.4a comes out, remove / overwrite the hotfix as it will no longer be needed.
777sage Posted November 22, 2016 Posted November 22, 2016 Was Milk Mod Economy implemented? If not, then will it be in 1.5? I cant wait to test out 1.4 though and see what i can do with it now.
bytion Posted November 22, 2016 Posted November 22, 2016 One thing is missing after 1.3, and still missing from 1.4, re-scan tags....I don't know why CPU removed it, and now in 1.4, I find this mod always failed to get some tags, I can't see them in rule making section and unable to add them.
Guest Posted November 22, 2016 Posted November 22, 2016 Is it missing? I think there is a button in the MCM, debug section, to re-scan them. In case the button is missing, I will re-add it for V1.4a
bytion Posted November 22, 2016 Posted November 22, 2016 Is it missing? I think there is a button in the MCM, debug section, to re-scan them. In case the button is missing, I will re-add it for V1.4a nope, it's not there since 1.3, only clear actor or restart mod options....
Guest Posted November 22, 2016 Posted November 22, 2016 OK, @reikiri checked, and the button is no more here. It will be back in V1.4a, it is a simple fix.
reikiri Posted November 22, 2016 Posted November 22, 2016 Meanwhile, it's a bit extreme but you can try doing the forced restart of the whole mod from the debug page. I don't know if it works, but since it makes the mod do a reset, and all the other stuff that happens on game load should have finished, it may give it a chance to load up everything.
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