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Posted

This is a brilliant mod !

It takes a bit to learn to set it up but it is so worth it....I finally got it working and had Ulfric's Main Hall filled with people partying and cutting loose after the Battle for Whiterun...Orgies, Partier's coupling up in dark corners, guards dancing on the table and Ulfric Naked !!!!....It was crazy fun !!!...LOL

Thank you CPU for your Genius and the time spent making the game even better for the rest of us !!!

Posted

If I start a new game, do I need to export rules, delete json and then import on the new game ?

 

Just keep the config file. It will survive a new game.

Posted

 

If I start a new game, do I need to export rules, delete json and then import on the new game ?

Just keep the config file. It will survive a new game.

 

Thats just it, have not been able to get it working doing that. If I start a new game without deleting json i dont even have to install scent, my old settings are already loaded. All fine so far and when i start with x the scanner and rule checker starts just fine. But it stops there. None of my old rules will ever trigger.

 

If I however start a new game without the json then the rules start as soon as i make them...

 

So thats why i asked...

 

 

edit: well, cant really explain what that was... its working now, and I have not changed a thing.... either it was the game or me that needed a break :)

Posted

In the very main config page.

Just click on the hotkey button and define the hotkey you want.

You can also hit "Esc" to just remove it.

Posted

Hi CPU

First, thanks for this mod - very much appreciate all the work you've done!!

 

Second, it's driving me nuts! My rules aren't being saved through a restart or cell transition.

I can set them up & export them fine ... having issues with importing in the latest version - 1.4a - it can't find them, even though they seem to be in the right place - Skyrim\Mod Organiser\mods\SKSE 1 07 03\SKSE\Plugins\Scent of Sex\ 

 

Other settings like the race selection appear to remain as selected.

 

Ver 1.2a seem to work mostly ok

I've removed all SSX setting/files/etc & reinstalled but still the same thing.

 

Using MO and this happens on pretty much all profiles - I must be missing something basic but I'm at a loss ...

 

Any help/advise greatly appreciated!

Posted

SKSE should not be installed through MO, but directly in your Data folder.

 

Inside MO/Overwrite/SKSE/Plugins/Scent of Sex/ put your config file. It should be found with ease.

Posted

Hi,

 

1.4a is working like a dream. One small issue, that I'm sure you may have already discovered and addressed. Can you prevent creatures from being spectators or at least from getting involved in human only scenes. I've been getting a load of sexlab errors, that stem from creatures being assigned to masturbation animations.

[12/02/2016 - 05:43:27PM] SEXLAB - NOTICE: ValidateActor(Cow) -- FALSE -- They are a creature type that is currently not supported (CowRace)
[12/02/2016 - 05:43:28PM] Info: SEXLAB - FATAL - Thread[1] AddActor(Cow) - AddActor(Cow) -- Failed to add actor -- They are not a valid target for animation
stack:
	<unknown self>.Debug.TraceStack() - "<native>" Line ?
	[SexLabThread01 (09062452)].sslthreadcontroller.FATAL() - "sslThreadModel.psc" Line 1153
	[SexLabThread01 (09062452)].sslthreadcontroller.AddActor() - "sslThreadModel.psc" Line ?
	[SexLabThread01 (09062452)].sslthreadcontroller.AddActors() - "sslThreadModel.psc" Line ?
	[SexLabQuestFramework (09000D62)].sexlabframework.StartSex() - "SexLabFramework.psc" Line 3022
	[SexLabQuestFramework (09000D62)].sexlabframework.QuickStart() - "SexLabFramework.psc" Line 3026
	[ssx (35021278)].ssxrunner.doSpectatorMasturbate() - "ssxRunner.psc" Line 5659
	[ssxSM (350012C5)].ssxscenemanager.ssxStageStart() - "ssxSceneManager.psc" Line 650

I have no problems with the creatures showng interest in a scenes, just not getting involved  ;)  Back to the fun of playing Skyrim :P

Posted

Hi,

 

...creatures being assigned to masturbation animations.

 

Yeah, I will fix that.

Posted

Is it possible to have a rule starting condition that the target must have a certain spell effect active, like from other mods, on them for the rule to trigger? 

Posted

Is it possible to have a rule starting condition that the target must have a certain spell effect active, like from other mods, on them for the rule to trigger? 

 

Hi.

 

It is not a possibility right now.

And the real problem, for a future version, will be to find a way to get the actual magic effects applied to the NPCs, to then select the ones you want to start the rule.

Posted

Hi CPU,

 

I'm getting a few errors in the log pertaining to checks on whether the current player cell is an interior or not

[12/04/2016 - 05:11:49PM] ERROR: Unable to call IsInterior - no native object bound to the script object, or object is of incorrect type
stack:
	[<NULL form> (00009B0E)].Cell.IsInterior() - "<native>" Line ?
	[ssx (38021278)].ssxrunner.updateCellAndLocation() - "ssxRunner.psc" Line 5723
	[None].ssxPlayerCellDetectorScript.OnEffectStart() - "ssxPlayerCellDetectorScript.psc" Line 33
[12/04/2016 - 05:11:49PM] warning: Assigning None to a non-object variable named "::temp748"
stack:
	[ssx (38021278)].ssxrunner.updateCellAndLocation() - "ssxRunner.psc" Line 5723
	[None].ssxPlayerCellDetectorScript.OnEffectStart() - "ssxPlayerCellDetectorScript.psc" Line 33

Examining ssxRunner.psc at 5723, gives the following condition;

		if iAmActive && (lastPlayerCell.IsInterior() || currentPlayerCell.IsInterior())

The value of currentPlayerCell is passed as a parameter from ssxPlayerCellDetectorScript.psc at line 33. The value of lastPlayerCell is presumably obtained from the Scent of Sex.esp plugin and updated at line 5728, if different to currentPlayerCell. There are checks in place in ssxPlayerCellDetectorScript.psc to ensure that currentPlayerCell has a valid value. Where are the checks for lastPlayerCell?  (Only a hunch on my part) but here is a suggestion as a sanity check;

if iAmActive && lastPlayerCell && (lastPlayerCell.IsInterior() || currentPlayerCell.IsInterior())

I include the log for your information.

 

 

Papyrus.0.log

Posted

Good catch.

The check will be:

 

if iAmActive && ((lastPlayerCell && lastPlayerCell.IsInterior()) || currentPlayerCell.IsInterior())

 

This to handle the mod event also in case the last cell is not defined but the player is in an interior cell.

 

Posted

Version 1.4b is up.

I updated also the documentation files to the latest version.

 

Enjoy.

 

Posted

Please be aware that there is a public poll to decide what to do for the next major version.

Please share your thoughts inside the poll.

 

Thank you.

 

Posted

Does the "activated" state of the mod not carry over play sessions? Having to manually activate the mod after loading every time is insanely tedious and something that I wouldn't assume to be normal, and yet I can't find any option that makes the mod activate itself.

 

Hell, the mod goes out of its way to tell me that it stopped its functions as soon as I load a savegame that I had it activated. This can't be right.

Posted

Does the "activated" state of the mod not carry over play sessions? Having to manually activate the mod after loading every time is insanely tedious and something that I wouldn't assume to be normal, and yet I can't find any option that makes the mod activate itself.

 

Hell, the mod goes out of its way to tell me that it stopped its functions as soon as I load a savegame that I had it activated. This can't be right.

It is intentional.

It saves a lot of Papyrus VM errors for actors changing the IDs, or magic effects on no more valid actors.

 

Takes a few seconds to have the mod fully loaded after loading a game.

So, there is no way the mod can be active in this "reload-time".

 

I may (may) do an automatic-re-activate, in case the mod was active before.

But a stop is mandatory before it is fully re-loaded.

Posted

Hi CPU!

 

As for me 1.4 versions start automatically upon save load. I thought it was okay but reading above topics got doubts. I also see no notifications about how many actors found during scan even if all debug options are on. It happens for me for each 1.4 versions.

And the racefilter problem. It seems that 1.4b completely ignores inclusive/exclusive setting for race filter. When I set to exclude some races papyrus logs says that some actors were excluded from a rule due to invalid races (but it is valid!). These rules were created in 1.3G and worked fine there.

 

P.S. Sorry for my English  :( ...

Posted

Hi CPU!

 

As for me 1.4 versions start automatically upon save load. I thought it was okay but reading above topics got doubts. I also see no notifications about how many actors found during scan even if all debug options are on. It happens for me for each 1.4 versions.

And the racefilter problem. It seems that 1.4b completely ignores inclusive/exclusive setting for race filter. When I set to exclude some races papyrus logs says that some actors were excluded from a rule due to invalid races (but it is valid!). These rules were created in 1.3G and worked fine there.

 

P.S. Sorry for my English  :( ...

 

Hi. No need to be sorry.

 

Any chance you can send your papyrus.log?

 

Thank you.

Posted

 

Hi CPU!

 

As for me 1.4 versions start automatically upon save load. I thought it was okay but reading above topics got doubts. I also see no notifications about how many actors found during scan even if all debug options are on. It happens for me for each 1.4 versions.

And the racefilter problem. It seems that 1.4b completely ignores inclusive/exclusive setting for race filter. When I set to exclude some races papyrus logs says that some actors were excluded from a rule due to invalid races (but it is valid!). These rules were created in 1.3G and worked fine there.

 

P.S. Sorry for my English  :( ...

 

Hi. No need to be sorry.

 

Any chance you can send your papyrus.log?

 

Thank you.

 

 

Hello CPU! Thank you for such quick reply!

 

I've attached log and the rule either which is nonfunctional (I tried to swap target and source participant but it didn't help). As I understand Serana NPC should be valid as Source because it has only exclusive race filter set.

 

I'm using two custom races which are equal to vanilla HighElf and HighElfVampire but with different body meshes.

Papyrus.0.log

Women for a male elf.json

Posted

 

Hello CPU! Thank you for such quick reply!

 

I've attached log and the rule either which is nonfunctional (I tried to swap target and source participant but it didn't help). As I understand Serana NPC should be valid as Source because it has only exclusive race filter set.

 

I'm using two custom races which are equal to vanilla HighElf and HighElfVampire but with different body meshes.

 

 

Small question (to let me better read the log): what is the Language you use for Skyrim?

(All names are not really readable for me, I may try to convert to a specific Language)

Posted

 

 

 

Small question (to let me better read the log): what is the Language you use for Skyrim?

(All names are not really readable for me, I may try to convert to a specific Language)

 

 

I use Russian language and the log itself must be in Win-1251 encoding. If non-english characters are problematic I can replace them with English ones and reupload the log. You decide.

Posted

 

I use Russian language and the log itself must be in Win-1251 encoding. If non-english characters are problematic I can replace them with English ones and reupload the log. You decide.

 

 

No need. I will map them to Russian.

 

Thank you

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