bytion 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. it doesn't work, I tried forced restarting the mod, the tags still haven't got picked up by it. And a strange bug, it picks up a lot of "ZZZZZZZZZ" tags in it, which I have on idea what are they. another thing I don't know it's a bug or something, if the mod start 2 rules at the same time, one will stop at the same time with the other regardless it finished its own animation or not.
satanfist Posted November 22, 2016 Posted November 22, 2016 Hi CPU, 1.4 is astonishing work and I am getting a lot of pleasure in testing it out. Big thanks to you I've found a couple of minor issues, that throw some errors in the log and as usual a few suggested dirty fixes from me [11/22/2016 - 11:51:11AM] ERROR: Cannot call getSpectatorsMasturbate() on a None object, aborting function call stack: [ssxSM (330012C5)].ssxscenemanager.ssxStageStart() - "ssxSceneManager.psc" Line 644 [11/22/2016 - 11:51:11AM] warning: Assigning None to a non-object variable named "::temp60" stack: [ssxSM (330012C5)].ssxscenemanager.ssxStageStart() - "ssxSceneManager.psc" Line 644 This just required; if r ; satanfist: included condition to trap when r = None int mode = r.getSpectatorsMasturbate() if mode==0 return ; No masturbation endIf ; In case send a new SexLab masturbation anim to one of the actors ssx.doSpectatorMasturbate(pos, mode) endIf ; condition ends and [11/22/2016 - 11:51:41AM] ERROR: Array index -1 is out of range (0-5) stack: [ssx (33021278)].ssxrunner.cleanSpectators() - "ssxRunner.psc" Line 5559 [ssxSM (330012C5)].ssxscenemanager.ssxAnimEnd() - "ssxSceneManager.psc" Line 726 [11/22/2016 - 11:51:41AM] ERROR: Cannot access an element of a None array again just required a trap in ssxSceneManager around line 726 if pos != -1 ; satanfist: included trap where pos was -1 ssx.cleanSpectators(pos) ; Stop the spectators endIf ; condition ends I've been testing out the spectators (a very nice feature), but I have found that once a spectator, always a spectator. I had most of the inhabitants of Riverwood, follow my party into Bleak Falls Barrow, with interesting consequences. I decided to reduce the number of spectators (only set to one) to zero in the rule MCM, under properties.The number of spectators can not be reduced to zero once set. One solution would be to recreate the rule, but I'm sure this it not working as you would wish. Thanks again for your hard work.
Guest Posted November 22, 2016 Posted November 22, 2016 ... Thanks for the report. I am going to fix the spectator problems (invalid actors, pos; impossible to reset it to zero) and I will investigate for the following. Probably the packageoverride does not get removed correctly.
iacex111 Posted November 23, 2016 Posted November 23, 2016 And a strange bug, it picks up a lot of "ZZZZZZZZZ" tags in it, which I have on idea what are they. I have noticed the same. However, I wonder if the "ZZZZZZZ" tags are an effect of some other mod. ... Thanks for the report. I am going to fix the spectator problems (invalid actors, pos; impossible to reset it to zero) and I will investigate for the following. Probably the packageoverride does not get removed correctly. I can confirm the spectator problem. I noticed that with Sofia (the funny follower). She didn't stop until I talked to her. Then she behaved erratically (yet again, this behaviour may have been caused by another mod). Anyway, I like the current version a lot. It has worked very well so far. I think I need to rewrite some of my rules, which I created for one of the former versions of SSX, but this is not a problem. Thank you, CPU, and keep up the good work.
Guest Posted November 23, 2016 Posted November 23, 2016 ...ZZZZZZZZZ.... ... I fixed both problems yesterday. The fixes will be in V1.4a, probably this weekend.
iacex111 Posted November 23, 2016 Posted November 23, 2016 ... I fixed both problems yesterday. The fixes will be in V1.4a, probably this weekend. Thank you!
mixbutterdog Posted November 23, 2016 Posted November 23, 2016 Dear CPU. I'm interested in Scent of Sex. I have begun translation of Scent of Sex_Translation_English.json of version 1.4 to Japanese. First, I copied Sex_Translation_English.json to Sex_Translation_Japanses.json . Using WinMerge, I replaced some strings to Japanese strings. I saved Sex_Translation_Japanses.json as utf-8 without BOM. I put it in "SKSE\Plugins\Scent of Sex\" like Sex_Translation_English.json already is. Is this correct process? I hope so. On load game, Scent of Sex said "It is invalid file". Next is the Sex_Translation_Japanses.json which said invalid. I rename it for post. Scent of Sex_Translation_Japanese.invalid.json I tried again from new copy. This time Scent of Sex seemed to ignore Sex_Translation_Japanses.json. No error message but no translated string on MCM. Scent of Sex_Translation_Japanese.ignored.json In case of version 1.3f, I can see translated string on MCM as in next screen shot with same way. the "Debug" is changed to "デバッグ". I have no idea what is wrong.
Guest Posted November 23, 2016 Posted November 23, 2016 ... Hello, in the first JSON file there is a small error (a comma is missing.) But technically what you are doing is good. I recommend to use this online tool: https://jsonformatter.curiousconcept.com/ To verify that the JSON file has no errors inside. Thank you for the translation.
mixbutterdog Posted November 23, 2016 Posted November 23, 2016 ... Hello, in the first JSON file there is a small error (a comma is missing.) But technically what you are doing is good. I recommend to use this online tool: https://jsonformatter.curiousconcept.com/ To verify that the JSON file has no errors inside. Thank you for the translation. Thank you very much. I'm ashamed of such a basic mistake. I'll go on translation.
Inokentych Posted November 25, 2016 Posted November 25, 2016 Most interesting new thing in 1.4 for me optional collaborators, so i focus on testing it. 1) Bug: Rule never play 5 way animations even if i set collaborators to 3 and disable optional collaborators (i have 5 way animations from funny biznes and rule report 6 awailable animations). 2) Feature request: if i set number of colaborators more then 0 then will be some randomization how much participators to choose. For example i set collaborators number to 3, then i set relative probability on each number of participators . So after check how much collaborators available then calculations on probability that decide scene with how much participators actually choose. For now optional collaborators always choose max available number but i want some variety how much actually to paticipate. 3) Not a bug but design issue: Optional collaborators work as intended with human races but bad with creatures. Example: i set collaborators to 3 and enablle optional collaborators, source and collaborator is creature (any), when rule trigger i see that source and collaborators can be chosen from different creature races, but problem that all 3,4,5 way creature animations always contain source and collaborators of same race, so rule choose different creatures but fail to choose animation because no 3,4,5 way animations with different creatures. Suggestion: all collaborators must be same creature race as source.
satanfist Posted November 27, 2016 Posted November 27, 2016 Hi, You might also want to check the 'wearables' MCM option, under edit participants. I tried to set this option to something other than 'Undress and then Redress' (saving the settings). After checking, it is still set to 'Undress and then Redress'. I couldn't get any 'Ask' dialogue on the NPCs. I set the options in interaction properties and startup conditions. Perhaps I've missed something. Does this feature require a game re-load, to refresh the NPCs dialogue? I'm currently using Follower Live Package (FLP 7.62) and MHiYH (43g), both altar the NPCs dialogue, perhaps these are interfering with what Scent of Sex is doing? @edit: Ask issue. Yes I did eventually get dialogue to appear, but only after disabling FLP and MHiYH. As these are required by me, I'll just avoid using the 'Ask' feature. That said, generally the rules for both humans and creatures are working very well in 1.4 and it is a pleasure to use. Big thanks
Guest Posted November 27, 2016 Posted November 27, 2016 (edited) Progress Update V1.4a is progressing. What's inside? fixing bugs fixing other bugs fixing bugs you thought were fixed discover new bugs to be fixed restart from the first point I don't think I can release the patch today, I will do it as soon as possible. Edited November 28, 2016 by CPU Never say never...
iacex111 Posted November 27, 2016 Posted November 27, 2016 Progress Update V1.4a is progressing. What's inside? fixing bugs fixing other bugs fixing bugs you thought were fixed discover new bugs to be fixed restart from the first point I don't think I can release the patch today, I will do it as soon as possible. If I remember correctly you were planning to fix bugs, too. Am I right?
Guest Posted November 27, 2016 Posted November 27, 2016 Serious Progress Update (fix) Solved a problem on sorting names and tags, the items after "Z" where removed (improvement) re-added the Re-Scan tags button (fix) Solved a problem on calling spectators when they were not required (just a trace error) (@satanfist) (fix) Fixed the problem that was making impossible to remove spectators once they were set in a rule (@satanfist) (fix) In case Health, Arousal, Stamina, and Magicka were exactly the required value the rule was considered not good (fix) The preferred actors (for rules started by events) was lost in some cases (fix) Solved a small bug that was making the visible option for the strip mode to be always the default one, also if the option was saved (@satanfist) (fix) Solved a problem where all possible trace notifications were printed, also if not enabled (fix) Fixed the actual results of the player asking for sex (fix) Actors were not highlighted with the chosen color for Asking, but with the rule color (todo) check that all interactions are working
iacex111 Posted November 27, 2016 Posted November 27, 2016 Serious Progress Update (fix) Solved a problem on sorting names and tags, the items after "Z" where removed (improvement) re-added the Re-Scan tags button (fix) Solved a problem on calling spectators when they were not required (just a trace error) (@satanfist) (fix) Fixed the problem that was making impossible to remove spectators once they were set in a rule (@satanfist) (fix) In case Health, Arousal, Stamina, and Magicka were exactly the required value the rule was considered not good (fix) The preferred actors (for rules started by events) was lost in some cases (fix) Solved a small bug that was making the visible option for the strip mode to be always the default one, also if the option was saved (@satanfist) (fix) Solved a problem where all possible trace notifications were printed, also if not enabled (fix) Fixed the actual results of the player asking for sex (fix) Actors were not highlighted with the chosen color for Asking, but with the rule color (todo) check that all interactions are working I'm glad especially about the spectators fix (Sofia became so sentimental that every time SSX is on she keeps going back to the tavern where she observed some sex going on ). I've been testing the mod quite a lot lately, but I haven't found any problems other than ones already spotted. Yet, some of the rules made with older versions need a serious remake. Congrats on your work and thank you.
Guest Posted November 28, 2016 Posted November 28, 2016 Congrats on your work and thank you. Thanks, in the time from the previous post and this one I found and fixed other two problems. Probably because of the good music I am listening while modding (EDC at Las Vegas 2016, Tiësto)
wfowfo Posted November 28, 2016 Posted November 28, 2016 Thanks for your efforts. You give me a reason to still keep playing.
iacex111 Posted November 28, 2016 Posted November 28, 2016 Aaaaaaaand, the new version is out. Enjoy. You rule! Thanks a lot! If I understand correctly, I don't need a clean save when upgrading from 1.4 to 1.4a?
Guest Posted November 28, 2016 Posted November 28, 2016 Aaaaaaaand, the new version is out. Enjoy. You rule! Thanks a lot! If I understand correctly, I don't need a clean save when upgrading from 1.4 to 1.4a? Should not be required. But I didn't do definitive tests on that matter. Just be sure the mod is not active when replacing the files.
iacex111 Posted November 28, 2016 Posted November 28, 2016 Aaaaaaaand, the new version is out. Enjoy. You rule! Thanks a lot! If I understand correctly, I don't need a clean save when upgrading from 1.4 to 1.4a? Should not be required. But I didn't do definitive tests on that matter. Just be sure the mod is not active when replacing the files. Thank you. Of course, I'll turn the mod off before upgrading. I think I'll try simple replacement first and test it. I'll let you know if it works.
bytion Posted November 30, 2016 Posted November 30, 2016 1.4a works like a charm. a small question: I have no idea the messages SSE shows on the screen, like bypass the scanner, start screen manager something like that, or something about Player rules finished or Bypassed(I have no rule related to the player itself), did I fuck something up or it just some normal message? I also notice the 1.4 has a heavier load on system, I have 5 followers with me in dragonreach, 5 rules active, same as I had in 1.3 and 1.2, using cell scan every 10 sec, the fps is like 5 to 8 frame lower than before, not a big deal because it also seems more stable on scanner.
Guest Posted November 30, 2016 Posted November 30, 2016 If you use cell scanner, then 10 seconds is quite a heavy setting. Try alias scan, or reduce it to 30 seconds.
Starbrow65 Posted November 30, 2016 Posted November 30, 2016 Congrats, CPU (and reikiri and satanfist, of course), on SSX 1.4a, I think you nailed it this time. Rules work as supposed, scans yield participants, scenes start and finish. Admittedly, this feedback is currently based on no more than four enabled rules all based on source or target arousal states (on expert level), nothing more sophisticated yet, but previous versions tended to behave weirdly even so. No more, it seems. This looks good, heartfelt thanks.
Guest Posted November 30, 2016 Posted November 30, 2016 Congrats, CPU (and reikiri and satanfist, of course), on SSX 1.4a, I think you nailed it this time. Rules work as supposed, scans yield participants, scenes start and finish. Admittedly, this feedback is currently based on no more than four enabled rules all based on source or target arousal states (on expert level), nothing more sophisticated yet, but previous versions tended to behave weirdly even so. No more, it seems. This looks good, heartfelt thanks. Appreciated. And for sure @reikiri and @satanfist join me in the appreciation.
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