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Posted

Hello CPU!

 

Like your Mod. Had it run until 1.3f (with errors). Seeing that you are developing a new version from the scratch (as you announced), I retired SSX1.3 completely and looked into other Mods: "Follow me for sex" and " Reward Your Follower". Adding SSX 1.4b to these showed that SSX does not run with partners, only 1 person rules (here only the player) got to the effect of the animation. The partner rules were 2 and really simple ones: "Player ask GenericHuman for Sex"  (only condition was ask, no tag) and your described Simple Basic Rule "Player has sex with all human around". The scanner showed a lot of possible partners for both single enabled rules, but no effect has shown. The dialogue item did not show up, the other dialogue driven mods alwys showed their items.  Not activating the other 2 Mods on a clean base save file showed no other effect. Where can I look further? Or am I making something completely wrong?

 

 

Posted

Hello CPU!

 

Like your Mod. Had it run until 1.3f (with errors). Seeing that you are developing a new version from the scratch (as you announced), I retired SSX1.3 completely and looked into other Mods: "Follow me for sex" and " Reward Your Follower". Adding SSX 1.4b to these showed that SSX does not run with partners, only 1 person rules (here only the player) got to the effect of the animation. The partner rules were 2 and really simple ones: "Player ask GenericHuman for Sex"  (only condition was ask, no tag) and your described Simple Basic Rule "Player has sex with all human around". The scanner showed a lot of possible partners for both single enabled rules, but no effect has shown. The dialogue item did not show up, the other dialogue driven mods alwys showed their items.  Not activating the other 2 Mods on a clean base save file showed no other effect. Where can I look further? Or am I making something completely wrong?

Please provide your Papyrus.log, is the only way I can check what is going on.

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.

OK, did a quick test on your rule, and I found the problem.

Negative races (race filter in exlusive mode) seems to be not working.

The race, also if awailable, are not considered (race test fails.)

 

I will fix that and provide the 1.4c patch.

 

Sorry for the inconvenience.

 

 

EDIT ----------------------------------------------

 

OK, found the bug, and solved it in my code.

I will publish the fix in V1.4c (probably this weekend)

Just avoid to use "Races in Exclusive mode".

 

Again, sorry about that.

Posted

 

OK, did a quick test on your rule, and I found the problem.

Negative races (race filter in exlusive mode) seems to be not working.

The race, also if awailable, are not considered (race test fails.)

 

I will fix that and provide the 1.4c patch.

 

Sorry for the inconvenience.

 

 

EDIT ----------------------------------------------

 

OK, found the bug, and solved it in my code.

I will publish the fix in V1.4c (probably this weekend)

Just avoid to use "Races in Exclusive mode".

 

Again, sorry about that.

 

 

Hi CPU! Glad to hear that! But would you please help me with some minor problems in 1.4b.

 

1) No onscreen notifications about actors found. 1.3 version posted something like "xFHF xMF xFM" after cell scan. But I never saw such output for 1.4

2) Dialogues in rules like "gereric npc" for "gereric npc and player" do not have accept and deny probability for NPCs in 1.4. But it was in 1.3 and available only if PC is not involved. Was it removed intentionally?

3) Is is okay that SSX is active after savegame load and doesn't need to be reapplied?

 

Thank you for your attention!

Posted

 

Hi CPU! Glad to hear that! But would you please help me with some minor problems in 1.4b.

 

1) No onscreen notifications about actors found. 1.3 version posted something like "xFHF xMF xFM" after cell scan. But I never saw such output for 1.4

2) Dialogues in rules like "gereric npc" for "gereric npc and player" do not have accept and deny probability for NPCs in 1.4. But it was in 1.3 and available only if PC is not involved. Was it removed intentionally?

3) Is is okay that SSX is active after savegame load and doesn't need to be reapplied?

 

Thank you for your attention!

 

 

1) Notifications work in a similar way.

Open the main debug page, and enable the ones you want.

I will check this evening is the notification you are talking about is somewhere (for sure I saw it in the traces)

 

2) I will check this

 

3) It is OK. It auto stops when loading a save game. (And probably in 1.4c it will also auto-restart after a while)

But in case you want to upgrade it, or remove it, then is better to stop it before saving.

Posted

Hi CPU,

 

I expected you to have the papyrus log file, but thanks for the answer anyway.. :). Unfortunately I had turned all switches to notify while looking the first time into these problems. On weekend I will produce a papyrus log of a new game without the 2 additional mods i mentioned earlier (no custum races) because those do not seem to be the "guilty ones".

 

As I got the day free accidentally, I can provide the log file earlier.

 

Aftea review of the log file I "played" a little with the race filters and came to rather strange results which may indicate why the rule checker cannot find any partner referring to "wrong/bad race".

 

In selecting a human race (evtl. "Nord") in the Selecting Window (where  the SL Races Tab is shown correctly) the result is taken of the creature list (ie. "Bear"). This may be a hint why the rule checker does not find the accurate race.

 

Hope this information and the file can lead you to the problems. In the meantime I will take a look into ssx 1.3f  reacting to my actual configuration. As I remember in 1.3f there was the major problem selecting location, the races problems were minor.

 

If you need any further information, ask please, I will deliver it if I can do so....

 

Papyrus.0 - Kopie (2).log

Posted

Sorry to pile on but I think I may have run into an issue in which scenes aren't timing out or ending. The relevant lines of the log are

 

[12/09/2016 - 04:01:10PM] SSX: Rule Checker - Starting the checking
[12/09/2016 - 04:01:10PM] SSX: scanner completed, Rule Checker Update started
[12/09/2016 - 04:01:10PM] SSX: Rule Checker Update completed
[12/09/2016 - 04:01:10PM] SSX: Rule Checker - Too many scenes are already playing.

 

 

The only rules running involve the player, and no scenes appear to be running. This also happens even if I push the parallel scenes up to 4 and set the 'Stop Scenes in case of TimeOuts' to true. Is there a way to force all running scenes to stop? I've attached the onto the post.

 

Papyrus.0.log

Posted

So I wanted to create a rule where a specific item gets equipped at the start of a specific scene and unequipped after the scene is finished.

The first part works flawlessly, but the object I set to equip at the start of the scene just stays equipped at the end too. Even if I set the rule to unequip and keep naked. I guess it doesn't recheck anything at the scene end, right? Unequip at start and unequip again at the end would be better imo. Or just automatically unequip everything after the scene that was set to equip at start.

 

A strip function to define specific objects to unequip at the end would be great btw since I would rather redress the char afterwards and just unequip the object I set to equip before.

Or how about redress but not everything (so the outfit gets skimpier with each scene played ^^)?

Posted

So I wanted to create a rule where a specific item gets equipped at the start of a specific scene and unequipped after the scene is finished.

The first part works flawlessly, but the object I set to equip at the start of the scene just stays equipped at the end too. Even if I set the rule to unequip and keep naked. I guess it doesn't recheck anything at the scene end, right? Unequip at start and unequip again at the end would be better imo. Or just automatically unequip everything after the scene that was set to equip at start.

 

A strip function to define specific objects to unequip at the end would be great btw since I would rather redress the char afterwards and just unequip the object I set to equip before.

Or how about redress but not everything (so the outfit gets skimpier with each scene played ^^)?

 

Your request is legit.

 

Please post it in the topic about "What next".

Posted

Hi, CPU.

I'm on the way of translation, half or less yet. I met sentences I could not understand.

 

"THE RULE WILL DECIDE" the actual config will be set at rule level.

 

$ssx_hmsgdonotinvolveifnaked (@line 416), $ssx_hmsgdonotinvolveifhavingsex, ..., $ssx_hmsgdonotinvolveifarousal(@line 735), they include this description.

 

Could you give some description about them ?
Does the rule level mean priority ?

 

P.S.

I found some typos.

@line 424 $ssx_hmsgpositionnaked : Defines if the actor is avaliable when

In other lines, many "avaliable"s.

 

@line 468 $ssx_confirmstartsoninit : Are you sure to clean the stating(may be starting) mode?

 

@line 734 $ssx_hmsgdonotinvolveifarousal : then:\n\"INGORE\" will just ignore arousal;

In other lines, some "INGORE"s

 

@line 1492 $ssx_hmsgselectarmorkeyword : Selected(may be Select) a keyword to be added.

 

@line 1500 $ssx_hmsgbnaddwearables :  on the items wored or not wored by participants

 

 

Posted

Hi, CPU.

I'm on the way of translation, half or less yet. I met sentences I could not understand.

 

"THE RULE WILL DECIDE" the actual config will be set at rule level.

 

$ssx_hmsgdonotinvolveifnaked (@line 416), $ssx_hmsgdonotinvolveifhavingsex, ..., $ssx_hmsgdonotinvolveifarousal(@line 735), they include this description.

 

Could you give some description about them ?

Does the rule level mean priority ?

 

P.S.

I found some typos.

@line 424 $ssx_hmsgpositionnaked : Defines if the actor is avaliable when

In other lines, many "avaliable"s.

 

@line 468 $ssx_confirmstartsoninit : Are you sure to clean the stating(may be starting) mode?

 

@line 734 $ssx_hmsgdonotinvolveifarousal : then:\n\"INGORE\" will just ignore arousal;

In other lines, some "INGORE"s

 

@line 1492 $ssx_hmsgselectarmorkeyword : Selected(may be Select) a keyword to be added.

 

@line 1500 $ssx_hmsgbnaddwearables :  on the items wored or not wored by participants

 

Thanks for finding the typos.

 

About "THE RULE WILL DECIDE" you can ignore this line, it is no more used.

Posted

I'm using version 1.2b for reasons. 

 

This has always seemed very prominsing, but I hsve yet to get it to work

 

the first rule I made was to make an actor approach me and ask to get down to business.

 

using expert config settings

 

Target = me.

Source = an actor from a follower mod. Selected in the specific actor section... the character showed up and was able to be selected. Seemed fine.

Condition = arousal level at least 10. actor was at arousal 66 during testing.

My rule is saved, enabled and activated. the mod itself enabled.

No animation tags are selected--im assuming that this will use all animations.

 

I also tried to make a simple test rule that was just me asking anyone for sex.  I see the dialogue "Let's have sex", but after I click it i get an notification "Could not find any actor". Anyone know what would cause this?

Posted

Progress Update

 

Probably you know already. I started working with SKSE.

And one of the first tasks I will do is to make available in Papyrus the Topic and TopicInfo objects.

And with that, I will make possible to have dynamic dialogue lines. So for next major version of SSX, expect the ability to alter the dialogue lines directly in the MCM.

 

Probably with just as SKSE plugin right now, waiting for a new full release of SKSE.

 

Posted

Scent of Sex is only seeing 128 animations total, and it doesn't want to see any creature animations. Is this something you have encountered before?

Posted

It is a limitation of MCM.

Only max 128 items can be shown.

 

And SexLab returns, in all cases, max 128 sslAnimations.

 

But then all of them can be used.

Posted

It is a limitation of MCM.

Only max 128 items can be shown.

 

And SexLab returns, in all cases, max 128 sslAnimations.

 

But then all of them can be used.

 

Ah. I think that might be the reason Scent of Sex thinks that there are no creature animations, and therefore won't let me make rules for them. Maybe there's a way to only get animations related to creatures and store them separately so that the rule system sees them and allows rules to be made with them.

Posted

 

Ah. I think that might be the reason Scent of Sex thinks that there are no creature animations, and therefore won't let me make rules for them. Maybe there's a way to only get animations related to creatures and store them separately so that the rule system sees them and allows rules to be made with them.

 

 

It is already like this.

In the animation preview, you can select to show only creature ones.

Posted

 

 

Ah. I think that might be the reason Scent of Sex thinks that there are no creature animations, and therefore won't let me make rules for them. Maybe there's a way to only get animations related to creatures and store them separately so that the rule system sees them and allows rules to be made with them.

 

 

It is already like this.

In the animation preview, you can select to show only creature ones.

 

 

But it's not showing any creature animations for me. Only showing animations on the human page.

 

Which I think means that I have so many human animations that the creature animations aren't able to be seen by SSX.

 

Maybe have human animations in one variable and creatures in another?

Posted

 

But it's not showing any creature animations for me. Only showing animations on the human page.

 

Which I think means that I have so many human animations that the creature animations aren't able to be seen by SSX.

 

Maybe have human animations in one variable and creatures in another?

 

 

It is pretty much already like this.

When you open the Animations page there are 3 different cases: only human, only creatures, and both.

Depending on your selection, a list of anims is created based on the values of your rules.

Then shown in the page.

Posted

 

 

But it's not showing any creature animations for me. Only showing animations on the human page.

 

Which I think means that I have so many human animations that the creature animations aren't able to be seen by SSX.

 

Maybe have human animations in one variable and creatures in another?

 

 

It is pretty much already like this.

When you open the Animations page there are 3 different cases: only human, only creatures, and both.

Depending on your selection, a list of anims is created based on the values of your rules.

Then shown in the page.

 

 

So something is causing it to not show creature animations in my case. Should I upload a log?

 

Ok nevermind, it started to work after I went into SexLab's MCM and disabled then re enabled a random creature animation.

 

It might not have anything to do with SSX, rather just SLFramework itself, as I import my settings before I turn on creature animations in SLFramework, so it might be my fault for not activating creature animations before importing my SexLab data. I am sorry for bothering you with this. :(

 

Posted

 

So something is causing it to not show creature animations in my case. Should I upload a log?

 

 

Please do, and include also your full config file.

Posted

Is it possible to remove the warning dialog when SexLab is not installed? 

I'm using LAL when starting the game in order to avoid crash when loading the latest save and it keeps showing. 

 

Also is it possible to set the mod to be enabled when startin a new play session. Right now it has to always be "applied" by hand. 

Posted

 

Also is it possible to set the mod to be enabled when startin a new play session. Right now it has to always be "applied" by hand. 

 

Mine 1.4b installation doesn't require restarting. It is fully operational after save load.

Posted

Hi, CPU

I'm on way of translation.

The "Scent of Sex_Translation_English.json" includes many sets of key and value.

I guess; in general, each key should be unique.

In "Scent of Sex_Translation_English.json", both $ssx_hmsgselectarmorkeyword and $ssx_hmsgaddarmorkeyword appear twice.

$ssx_hmsgselectarmorkeyword comes in line 1336 and 1492.

$ssx_hmsgaddarmorkeyword comes in line 1337 and 1493.

Are these correct ?

 

I created repository as internal visibility.

http://git.loverslab.com/mixbutterdog/ssx-jp.git

I was svn user. This is my first experience of git. I will welcome any advices.

 

P.S.

I have missed terms of use for git.loverslab.com. I can't find that.

Would anyone teach me where that is.

Posted

I can't get this mod to work. I've installed it, defined a simple rule that starts on "player asks for sex" and applied the scent, but though the scanner is running the rule doesn't work in any way shape or form.

 

I enabled the actor highlights for "can be asked for sex" in the debug menu, but no actors are ever highlighted.

 

I didn't upgrade from an older version, I'm using 1.4a on a fresh save.

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