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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.

 

Please post your papyrus.log, after a little while you try to run your rule.

And be sure all debug options are enabled.

 

Thank you.

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.

 

 

Mine (also 1.4b) is not. It needs to be "applied" every time I start the game. 

It is possible I'm missing a setting to keep it always active. 

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.

 

 

Mine (also 1.4b) is not. It needs to be "applied" every time I start the game. 

It is possible I'm missing a setting to keep it always active. 

 

 

Current versions (1.4, 1.4a, 1.4b) should NOT restart after reload.

If they do restart then there is something wrong.

 

I am planning to release a new version with the ability to restart, but given the current architecture, with the current versions, it is NOT possible.

Posted

 

Current versions (1.4, 1.4a, 1.4b) should NOT restart after reload.

If they do restart then there is something wrong.

 

I am planning to release a new version with the ability to restart, but given the current architecture, with the current versions, it is NOT possible.

 

 

OK, thanks!

 

If somebody thinks it is restarting it is probably because of another mod that uses X by default. I was surprised yesterday when a sex rule was triggered before I realized that iHUD has the same shortcut key and as a result Scent Of Sex was active every time while the compass is visible. 

Posted

 

 

Current versions (1.4, 1.4a, 1.4b) should NOT restart after reload.

If they do restart then there is something wrong.

 

I am planning to release a new version with the ability to restart, but given the current architecture, with the current versions, it is NOT possible.

 

 

OK, thanks!

 

If somebody thinks it is restarting it is probably because of another mod that uses X by default. I was surprised yesterday when a sex rule was triggered before I realized that iHUD has the same shortcut key and as a result Scent Of Sex was active every time while the compass is visible. 

 

 

If you try to alter or change the hotkey in the MCM, SSX will tell you if some other mod is using the hotkey.

And in case the other mod is doing things right, then you will see also the name of the mod.

 

I think that on the next version, I will abandon the default hotkey set to "X". (It will not be set by default.)

Posted

Please post your papyrus.log, after a little while you try to run your rule.

And be sure all debug options are enabled.

 

Thank you.

 

 

Here it is (and the rule).

 

Looks like none of the NPCs in that cell (it's the inn in Markarth) are considered "human". Maybe I misconstructed the rule? I just used the quick definition menu though.

Papyrus.0.log

Player on Human not fol for Oral.json

Posted

 

..

.

 

OK, I can see something. And probably is a bug.

 

I suppose your Player name is: Layla (Female, Human, Nord)

 

> A few actors (all Nord Race) are found in the cell:

Ogmund (MnH Nord), Frabbi (FnH Nord), Kleppr (MnH Nord), Hreinn (MnH Nord), Vorstag (MnH Nord), Margret (FnH Nord), Cosnach (MnH Breton), Layla (FnH Nord), Lydia (FFH Nord), 9 actors

 

> The rule seems to start only on dialogues and no other filters. (I cannot really understand by just reading the JSON file how are defined the Target and the Source, I will check them when I will be home.)

 

> I suppose the rule name was generated automatically, so probably the Source should be the player.

> And I can see it filled.

 
Actor Layla added as source in Player on Human not fol for Oral
 
> But then all other actors seems to fail. Once case is clear: Lydia, she is a follower.
Actor is bad for its fellowship: Lydia pos=0
 
> The other guys seem to fail because "Race".
[12/19/2016 - 02:53:58PM] SSX: Actor is bad for its race: Ogmund pos=0
[12/19/2016 - 02:53:59PM] SSX: Actor is bad for its race: Frabbi pos=0
[12/19/2016 - 02:53:59PM] SSX: Actor is bad for its race: Kleppr pos=0
[12/19/2016 - 02:53:59PM] SSX: Actor is bad for its race: Hreinn pos=0
[12/19/2016 - 02:53:59PM] SSX: Actor is bad for its race: Vorstag pos=0
[12/19/2016 - 02:53:59PM] SSX: Actor is bad for its race: Margret pos=0
[12/19/2016 - 02:53:59PM] SSX: Actor is bad for its race: Cosnach pos=0
 
> And the rule has no filters on races.
 
--> Can you check if the Nord race is enabled in the global filters?
 
 
I will check all possible cases for an actor to fail because of the race this evening.
Posted

I've checked, and all races are enabled in the MCM, except for "Manakin". I'm not sure, but I think that is probably a mod race.

 

Apropos, I found something I think might also be a bug. I initially wanted to define a rule that depends on NPCs wearing Devious Devices (which never worked so I went back to basics to test, which led me to post here). However some of the armor keywords don't seem to work. They appear as "MISSING" in the list.

 

Also, unless I restrict animations by tag, SSX only counts up to 128 of them. Is this some kind of limitation? I have close to the SexLab maximum of 500 animations installed.

post-89693-0-25983500-1482158588_thumb.png

Posted

...

 

When you see "MISSING" is because the Armor piece as No Name.

This is common with DD, to make impossible to remove the pieces from the inventory.

 

Manakin is a vanilla race. Is used for "the mannequins". (Yep, they are actors like other, and they can also be animated.)

 

 

When you ask to SexLab for how many animations are available (and you actually get the list of animations) you get maximum 128 animations.

There is no way to dynamically create an array of sslBaseAnimation with more than 128 items (it is not supported by SKSE.)

 

So at the end you get max 128 anims. But they are not always the same.

Posted

When you see "MISSING" is because the Armor piece as No Name.

This is common with DD, to make impossible to remove the pieces from the inventory.

 

Thanks for the info. I guess that idea is out the window then.

Posted

 

When you see "MISSING" is because the Armor piece as No Name.

This is common with DD, to make impossible to remove the pieces from the inventory.

 

Thanks for the info. I guess that idea is out the window then.

 

 

You can use the keywords. DD keywords should be visible.

If they are missing, please let me know what KeyWord is missing.

Posted

I'm confused now - my earlier post IS about the KeyWords, not some individual armor piece. "DD Collars" and "DD Yokes" appear as MISSING while the rest of them seem to work okay.

Posted

I'm confused now - my earlier post IS about the KeyWords, not some individual armor piece. "DD Collars" and "DD Yokes" appear as MISSING while the rest of them seem to work okay.

 

Then I think is a bug.

And I will check it this evening.

Posted

I think I may have found a slight bug with scanning for actors. It looks like whenever the scanner bumps up against the 64 actor limit it has, gets stuck with those actors regardless of what cell the player moves to.

 

Such as being in the SolitudeOrigin cell will result in a very high number of actors, which will then follow even if I move into a player home with zero actors. The attached log can show that even after the 12:33:33 mark, when the character was moved into a player home with only two other NPC's, the alias scanner continued to check the rules against the NPC's picked up in SolitudeOrigin. Also found it happens frequently in Whiterun which also bumps up against the 64 actor limit. In the log I tried switching to different scanning methods, but it continued to check the same group of actors.

 

Papyrus.0.log

Posted

I think I may have found a slight bug with scanning for actors. It looks like whenever the scanner bumps up against the 64 actor limit it has, gets stuck with those actors regardless of what cell the player moves to.

 

Such as being in the SolitudeOrigin cell will result in a very high number of actors, which will then follow even if I move into a player home with zero actors. The attached log can show that even after the 12:33:33 mark, when the character was moved into a player home with only two other NPC's, the alias scanner continued to check the rules against the NPC's picked up in SolitudeOrigin. Also found it happens frequently in Whiterun which also bumps up against the 64 actor limit. In the log I tried switching to different scanning methods, but it continued to check the same group of actors.

 

attachicon.gifPapyrus.0.log

 

Nice catch.

I will fix that.

 

P.S. What mod adds so many NPCs without a named race? Tree quarters of the NPCs have an "empty" race.

Posted

Hi, CPU

On line1082 - 1083 of "Scent of Sex_Translation_English.json"

"$ssx_hmsgenableallanimations" : "Enable all the Animations that are in this list.\nIt will not enable/disable animations from SexLab but they will not be used by Scent of Sex.",
"$ssx_hmsgdisableallanimations" : "Disable all the Animations that are in this list.\nIt will not enable/disable animationf from SexLab but they will not be used by Scent of Sex.",

These are descriptions for enable/disable animations.

I wonder if later part of former line is "but they will not be used by Scent of Sex" .

 

 

Posted

bug report:

- naked list for armor only save first entry. other entries deleted on save.

- rule with 'has to wear' armor do not seem to start. all armor in list necessary or just one?

 

mod enderal merged skyui quest into skyrim.esm - it is not found by the scent check

Posted

Great Mod! I think it is possible to replace great bunch of mods using this. May be a list of json files with links to replaced original mods and other cool stuff.

Posted

I've been trying various things to try and get 1.4b to work for me. Unfortunately I still have the same issue - all my rules disappear  :unsure:

If I restart the game all settings & rules are lost. As an aside, I also get the initialising text (top left corner of screen) on restart.

 

I've been unable to locate where the saved rules are or where they are meant to be stored. The rules to load window is always empty no matter where I put the saved rules.

 

These are the locations I've tried putting them:

 

D:\Games\Steam\steamapps\common\Skyrim\Data\SKSE\Plugins\Scent of Sex
D:\Games\Steam\steamapps\common\Skyrim\Mod Organizer\overwrite\SKSE\Plugins\Scent of Sex
D:\Games\Steam\steamapps\common\Skyrim\Mod Organizer\mods\SKSE\Plugins\Scent of Sex
C:\Documents\My Games\Skyrim\SKSE\Plugins\Scent of Sex
D:\Games\Steam\steamapps\common\Skyrim\Data\SKSE\Plugins\Scent of Sex
D:\Games\Steam\steamapps\common\Skyrim\Mod Organizer\mods\SKSE\SKSE\Plugins\Scent of Sex
 
I even created a mod (in MO) for the profile but it didn't help either ...
 
I can confirm that in 1.2a I could import the rules after they've been exported, but I've no idea what I'm doing wrong in 1.4b  :(
 
I've attached my papyrus log in case that has any info in that may be of use ... there seems to be a lot of ssx entries but I've no idea how to read them /cry
 
Any assistance would be greatly appreciated (& sorry to be a bother)
Posted

Hi, I'm thinking of using this mod. It sounds useful.

 

A quick question: are there already any rules to make people around the player react according to the amound of sex the player has in their sex diary?

 

I ask, because this is maybe one idea I'd probably like to do. But, I thought I'd ask if it's already been done. So, for instance, I figure if the diary has recorded a large number of fucks, then rumors about the player would spread. That's why the different reactions (comments/actions) would come about. Well, that's the idea about it I just had.

 

I'm not about to start this now, but I would like to know if there's similar sets of rules I could peek at, or if there's already a thing to do this. It'll be a few days before I get around to trying this myself.

 

Posted

I just installed SSX (version 1.4b) and there's no option to import or export rules. I've also noticed that i need to apply it on every game restart.

 

Ahh the import / Export showed up when i changed Options Complexity to "Expert"

Posted

nah even with the new version only thing I can get working is npc/npc everywhere sex. still can't get followers and creatures to work. i'm using Extensible Follower Framework v402 not sure if it's incompatible or something but I added those plugins to the allowed mods list. I set to start on 'when target sees someone naked' for both creatures and followers, took of my clothes but still nothing, put a bunch of places to allowed locations and ran around for 30 mins naked still nothing.

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