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Posted

The version 1.4d has been uploaded.

 

One big new thing is the full support for Creature on Creature animations.

 

 

 

  • (improved) Player sexual orientation is now specific
  • (improved) Re-write completely the sexual identification and possibility to be HM/HF/CM/CF (15 possibilities, of course, 0 is not valid)
  • (improved) Re-write the selection of potential gender for partners
  • (improved) Change the way anims are found using the new sex value
  • (improved) Change the orientation to be, for each of the genders/humanity, allowed partners of the MFSB
  • (new) The old orientation properties are converted when upgrading from version before 1.4d
  • (improved) Added a double confirmation to delete all rules
  • (fixed) Fixed a small problem in the MCM for selecting the creatures in the race filter in case the rule was not yet saved
  • (improved) Added an extra message in case an actor cannot be found because the sexual orientations are not allowing the available actors
  • (improved) Removed some old, not used anymore, code
  • (improved) Big improvement on searching creature on creature animations, bypassing SexLab limitation in searching such animation types
  • (new) Added better support for Creature on Creature animations (Horny Dragons of Skyrim), please check the note
  • (new) Added a filter to handle Creature on Creature animations to enable to find ConC animations when SLAL is not patched
  • (improved) Removed allActorsNum and replaced by functions to improve reliability of the actor list
  • (improved) Added a better handling of combats by reikiri
  • (fixed) Fixed a problem on checking if animations are available when saving the rule, the result (in some cases) was no animations also if animations were found by clicking the Count Anims button
  • (fixed) Fixed a big problem where the same actor was possible to be selected as source and collaborator, making the SexLab animation to fail
  • (fixed) Fixed a problem in the actor editor that was showing actors no more available in some cases
  • (fixed) Fixed a problem in showing the party in the logs in case of optional collaborators
  • (fixed) Fixed a problem of having "I will not participate" disabled for Player and Specific actors
  • (improved) Big improvement on the page of the MCM showing the initialization
  • (improved) Improved the management of beds, now you have 10 possible options for using bed, not using beds or asking for beds
  • (fixed) Player sexual orientation was not saved, and reset to Hetero at each game reload
  • (fixed) Fixed the automatic restart of the mod, in some conditions the initial stop event was received after the restart event after initialization completed
  • (improved) Reimplemented ValidActor function in ssxRule (reikiri)
  • (improved) Changed some notifErrors to use notifPlayerDetails in Rule Player (reikiri)
  • (improved) Changed aggression handling to faction instead of array (reikiri)

 

 

 

Posted

Just a Question: Is the number of animatioons really limited to 128?

 

No, they can be up to 500.

 

But in the MCM you will see only max 128 (it is a MCM limitation), and also counting them will never return more than 128 animations, also if you have more.

But all of them can be potentially used.

Posted

 

Just a Question: Is the number of animatioons really limited to 128?

 

No, they can be up to 500.

 

But in the MCM you will see only max 128 (it is a MCM limitation), and also counting them will never return more than 128 animations, also if you have more.

But all of them can be potentially used.

 

 

I have some Riekling 3 way animations and Scent of sex says i don't...

It also says that I cannot create a rule with a  mmmmf Animation because there is non. Even if i have the Funny biz SLAL anims installed and most of them appear.in the MCM. I also have a Problem with the Lurkers and Cultists in Qasmoke. The Lurkers refuse to start a the rule, and the Cultists start one i made for animals. 

Posted

 

 

Just a Question: Is the number of animatioons really limited to 128?

 

No, they can be up to 500.

 

But in the MCM you will see only max 128 (it is a MCM limitation), and also counting them will never return more than 128 animations, also if you have more.

But all of them can be potentially used.

 

 

I have some Riekling 3 way animations and Scent of sex says i don't...

It also says that I cannot create a rule with a  mmmmf Animation because there is non. Even if i have the Funny biz SLAL anims installed and most of them appear.in the MCM. I also have a Problem with the Lurkers and Cultists in Qasmoke. The Lurkers refuse to start a the rule, and the Cultists start one i made for animals. 

 

 

Can you give me your config file? I will check your problems.

Posted

Found a bug. Apparently for Creature-on-Human, it's not filtering the animations properly.

 

For example, when I trigger a draugr-on-female sex scene, the animation selected by this mod is meant for deer-on-female, rather than draugr specific. 

 

Maybe I'm configuring something wrong, but in the previous version, the animation selected for creatures is always appropriate to the creature race. 

Posted

Found a bug. Apparently for Creature-on-Human, it's not filtering the animations properly.

 

For example, when I trigger a draugr-on-female sex scene, the animation selected by this mod is meant for deer-on-female, rather than draugr specific. 

 

Maybe I'm configuring something wrong, but in the previous version, the animation selected for creatures is always appropriate to the creature race. 

 

No, I came across same issue.  There's a glitch in the code, it fails to find the race filters if position 0 (which is target) is not a creature.. and that's generally the human participant.  It ends up picking every possible human-creature animation, and then plays a random one of those (which fails 99% of time).

 

Expect a fix in next version, but since this was just released it might take a bit.  I'll attach a quick fix to this post that probably works (it did on short testing I did).

 

THIS IS FOR 1.4D VERSION ONLY, it will break any other version if installed into it.

 

- When in game, turn off the mod, then make a save and exit game.

- Replace the ssxRunner.pex with the one from the zip.

- Start game, load your save and restart the mod.

 

It's a small change on one script and shouldn't need a "cleansave".

ssxRunner_1.4D.zip

Posted

for the life of me even when reading the whole help me guide for this mod and having all the settings to "easy" mode I still couldn't make a decent sexrule without fucking it all up or not working...

 

can we request some sex rules here for those who can't be bothered to tinker each menu option in the mod? like we ask some sex rules and someone here makes it so we can just copy the settings used?

 

sorry for being a retard...

Posted

for the life of me even when reading the whole help me guide for this mod and having all the settings to "easy" mode I still couldn't make a decent sexrule without fucking it all up or not working...

 

can we request some sex rules here for those who can't be bothered to tinker each menu option in the mod? like we ask some sex rules and someone here makes it so we can just copy the settings used?

 

sorry for being a retard...

 

It's pretty complex mod, and keeps growing more extensive on every version it seems.  There's rules exchange thread, you might find some example rules from there:

http://www.loverslab.com/topic/66383-scent-of-sex-sex-rules-exchange/

Posted

I had to go back to 1.4c. Even with the patch installed the new Version did not work for me and I don't know, what went wrong. There seems to be a Problem wit stopping combats on certain creatures.  I'm going to test it a bit more under different conditions, to get clearer Information.

Posted

I had to go back to 1.4c. Even with the patch installed the new Version did not work for me and I don't know, what went wrong. There seems to be a Problem wit stopping combats on certain creatures.  I'm going to test it a bit more under different conditions, to get clearer Information.

 

That would help.  Combat stopping has been one of the trickiest parts of the mod - it's been improving over versions, but it's not perfect.  If you are running with cell scanner or cloak scanner, try using alias scanner (cloak scanner should work fine too though, cell scanner is a bit unreliable and kind of 'last resort').

 

What I've tested on1.4D, it has felt the most reliable version in combat handling, but I haven't tried it under the most extreme conditions I had on 1.4C (running with companion that summons creatures in combat).  When it's just player vs one faction, it should always work on bleedout rules.  When there's player and two other factions, it can get tricky because sometimes the two other factions seem to keep aggroing eachother, when the combat should have stopped.. but there's some changes in 1.4D that should have helped that (and for me it seems they did).

 

If it's specific creature types that don't work, while others do, would help to know which one don't (perhaps for some reason the scanner doesn't handle themright).

 

------- edit -----------

I did run into another issue while testing the mod - I had a couple of bleedout rules, and added some optional collaborators into them.. and managed to pretty much mess up the whole thing.  I may have found a problem that caused it - tried a fix and it seemed to improve things, but I'll have to check with CPU about that. 

 

If you - or anyone else - is running the mod with papyrus logging / trace enabled, and things seem to go wrong, take a look at the log and see if there's any 'array index' errors there.  What I had on the log looked like:

stack:
    [ssxRC (D20304BE)].ssxrulechecker.checkRuleForActors() - "ssxRuleChecker.psc" Line ?
    [ssxRC (D20304BE)].ssxrulechecker.checkTheRules() - "ssxRuleChecker.psc" Line ?
    [ssxRC (D20304BE)].ssxrulechecker.OnUpdate() - "ssxRuleChecker.psc" Line ?
[01/23/2017 - 12:24:33PM] Error: Array index 154 is out of range (0-63)
stack:
    [ssxRC (D20304BE)].ssxrulechecker.checkRuleForActors() - "ssxRuleChecker.psc" Line ?
    [ssxRC (D20304BE)].ssxrulechecker.checkTheRules() - "ssxRuleChecker.psc" Line ?
    [ssxRC (D20304BE)].ssxrulechecker.OnUpdate() - "ssxRuleChecker.psc" Line ?
[01/23/2017 - 12:24:33PM] Error: Array index 153 is out of range (0-63)
stack:
    [ssxRC (D20304BE)].ssxrulechecker.checkRuleForActors() - "ssxRuleChecker.psc" Line ?
    [ssxRC (D20304BE)].ssxrulechecker.checkTheRules() - "ssxRuleChecker.psc" Line ?
    [ssxRC (D20304BE)].ssxrulechecker.OnUpdate() - "ssxRuleChecker.psc" Line ?
[01/23/2017 - 12:24:33PM] Error: Array index 152 is out of range (0-63)
Posted

 

 

sorry for being a retard...

It's pretty complex mod, and keeps growing more extensive on every version it seems.  There's rules exchange thread, you might find some example rules from there:

http://www.loverslab.com/topic/66383-scent-of-sex-sex-rules-exchange/

 

 

 

Yes it's quite a complex mod...I was thinking of making rules so I can replace and maybe remove SLEN, Aroused Creatures, Random Sex and maybe even SL Defeat...but then some animations won't work or it works but doesn't stop etc. guess I'll just take some custom made rules in the thread you mentioned and use it for my own...or maybe just stick to what I already have and not use Scent...great mod by the way...

 

it's just too complex...

 

thanks...

Posted

It may be not a question to be asked here, but I wonder where I can get a clear definition of location types. Somehow I've hardly been able to found useful information from the user's manual and Google about how they are categorized, or how to know them.

Posted

 

 

 

sorry for being a retard...

It's pretty complex mod, and keeps growing more extensive on every version it seems.  There's rules exchange thread, you might find some example rules from there:

http://www.loverslab.com/topic/66383-scent-of-sex-sex-rules-exchange/

 

 

 

Yes it's quite a complex mod...I was thinking of making rules so I can replace and maybe remove SLEN, Aroused Creatures, Random Sex and maybe even SL Defeat...but then some animations won't work or it works but doesn't stop etc. guess I'll just take some custom made rules in the thread you mentioned and use it for my own...or maybe just stick to what I already have and not use Scent...great mod by the way...

 

it's just too complex...

 

thanks...

 

 

Aroused Creatures, Random Sex and SL Defeat can likely be replaced by this mod. SLEN maybe not so much so, besides it has quests in it so maybe it'll be best to keep it anyway?

Posted

 

 

 

 

sorry for being a retard...

It's pretty complex mod, and keeps growing more extensive on every version it seems.  There's rules exchange thread, you might find some example rules from there:

http://www.loverslab.com/topic/66383-scent-of-sex-sex-rules-exchange/

 

 

 

Yes it's quite a complex mod...I was thinking of making rules so I can replace and maybe remove SLEN, Aroused Creatures, Random Sex and maybe even SL Defeat...but then some animations won't work or it works but doesn't stop etc. guess I'll just take some custom made rules in the thread you mentioned and use it for my own...or maybe just stick to what I already have and not use Scent...great mod by the way...

 

it's just too complex...

 

thanks...

 

 

Aroused Creatures, Random Sex and SL Defeat can likely be replaced by this mod. SLEN maybe not so much so, besides it has quests in it so maybe it'll be best to keep it anyway?

 

 

Aroused creatures - yes, mostly.  If you only want non-hostile creatures, I think it's a bit tricky. You can filter them by race and by faction - so you could leave out anything in predator faction.  On the other hand you can easily also include the hostile creatures (bears, wolves, you name it), and set a rule that stops combat (which will pacify them during the scene).  They'll attack immediately after the act's over - so be ready to run, or fight.

 

Random sex certainly.

 

SL Defeat - yes, that was my main focus on this mod really.  You'll need two rules if you want to include both people and creatures - one for humans, one for creatures.  I'm also using third rule (lower priority) that triggers without source - so it'll pick me up if I get knocked out by a trap, or there's no other actors around for some other reason.  Also made two more rules to cover companions.  This was also the original reason why I started doing the 'priority first' mode to the mod - to make it possible to have the creature/human rules always trigger first before the 'solo' rule... and why the mod heals you if you are in bleedout when the mod is stopped.  I'm still having occasional issues, but it's working well enough that I haven't used SL Defeat and DAYMOYL anymore.  That said, Defeat is a mod with more narrow focus, and if 'combat sex mod' is the only thing someone is after, it's quite possible it'll be better option (I couldn't say for sure, it's been a long time since I used it).

 

Eager NPCs - I agree, it has different perspective, it's more... 'story focused' rather than 'technical mod', and has several qualities SSX doesn't replicate (like arousal from horseback riding for example).  It builds a framework around 'sex life', while SSX is more purely focused in starting and handling sex scenes.  On the other hand if you just want an option to start a scene by talking to NPC of your choice, for that SSX works fine (you can make a rule that lets you 'ask for sex' from an NPC in specific faction, can use the SSX group factions in it, and then a spell to tag any NPC you want into that group).

Posted

Back after some testing: 

I still wonder why the cultists are recognized as creatures and therefore they don't use proper aniomations. Could someone veryfy that?

Riecklings don't stop combat in my setting.

I also have a oproblem with SGO not triggering a pregnancy on followers, even with Chance set to 100% and deadly drain, not killing the target after the Animation. This might be a loadorder issue, I will test that. Animations for animals in use with collaborators (on Followers) are running just for a few seconds ior don't start at all

All tested withj EFF and Minerva/Toccata in qasmoke

 

Suggestions: Add another Dialog line.

1st step: Asking

2nd step: Bribing/paying

3rdstep: Rape

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

 

Hello. The bugs still true for Scent 1.4c

 

- When save armors for nudity list, all armors except first disappear when restart game. (look at    "nudity" :

    {

        "armorIDs" : [ "372238|Skyrim.esm", "" ], in Scent of Sex Config.json. Second entry disappeared.

- Rule with 'has to wear armor' option do not seem to start. also, are all armors in list required or just one?

 

 

Hello, the bug still there in 1.4d with not saveing nudity list. Also, SkyUI check still not working for Enderal

 

Posted

update from 1.4c to 1.4d, clean save is needed, at lest for me, otherwise all sexual prefer settings are mess up, non of the old rules gona work.  

Posted

Back after some testing: 

I still wonder why the cultists are recognized as creatures and therefore they don't use proper aniomations. Could someone veryfy that?

Riecklings don't stop combat in my setting.

I also have a oproblem with SGO not triggering a pregnancy on followers, even with Chance set to 100% and deadly drain, not killing the target after the Animation. This might be a loadorder issue, I will test that. Animations for animals in use with collaborators (on Followers) are running just for a few seconds ior don't start at all

All tested withj EFF and Minerva/Toccata in qasmoke

 

Suggestions: Add another Dialog line.

1st step: Asking

2nd step: Bribing/paying

3rdstep: Rape

I can confirm the same thing about cultists - tried summoning cultist in qasmoke and it counted as 'male Nord creature'.  Other Nords don't seem to have the same problem.

I'm having overall some problems running collaborators, noted in post 887 - if you are running the mod with papyrus log/trace enabled, you can check the log and see if you get the same index out of range errors - I'm guessing you probably will.  I did a fix that tries to address that (unpublished, did it just to my own version), but I was still getting fatal errors on the scene start, the script was trying to add same participant as both source and collaborator (which may be due to fix I tried, I haven't looked at it again yet).  I would avoid using collaborators for now.

Combat stopping with followers has given me headache sometimes - mod tries to pacify everyone, but either follower hits someone or someone hits follower.. and then they get mad at eachother again.  I hoped I had weeded out that issue by tuning the aggression to 0 at combat stop, but maybe it wasn't enough in some cases.  If it's specific to rieklings though, then maybe it's something else.

What scanner are you running?  If it's not alias scan, try switching to alias scan and see if that helps, just in case?  qasmoke is limited space though, I'd expect any of the scanners to work in there.

 

 

update from 1.4c to 1.4d, clean save is needed, at lest for me, otherwise all sexual prefer settings are mess up, non of the old rules gona work.  

 

Yes, the whole sexual orientation system was fully rewritten, so 1.4d will need a cleansave - that's even when updating from 1.4c.

Posted

Is the location filtering fixed?

 

I had issues with location back in 1.4c (had a post earlier on this) where I always get invalid location no matter what location type I set.

Posted

Is the location filtering fixed?

 

I had issues with location back in 1.4c (had a post earlier on this) where I always get invalid location no matter what location type I set.

 

Gave it a quick try, and it doesn't seem to work.  Locations are not recognized - if I put it in inclusive mode then rule will never play regardless of if the current location is on the list or not.  If I put it in exclusive mode then rule will always play regardless of if the location is on the list or not.

 

So it recognizes that there are some locations on the list, but just never matches them.

 

--- edit ---

Ok, after some checking... there's function that's supposed to update player's location information, but on the quick test I ran it was never called, and internal player location was kept at <NULL>.  I added a call to location update for start of actor scan (alias, cell and cloak scans), and after that the location filter seemed to work.

 

I'm adding 'experimental patch 2' as attachment.  If you want to try it out, I highly recommend using mod organizer to do it.  In MO you can simply install it like any other patch, make sure it loads AFTER the SSX 1.4d.  Stop the mod before making your save, then activate the update in MO, and restart game.  That should be all.

 

Disclaimers:

 

- This update is experimental, the code has not gone through much testing - it's the same version I'm currently testing in-game

- This update is ONLY for version 1.4D, it'll break any other version of the mod

- If you try this update, and report any bugs, make certain you mention you are using the update 2.  This is critical for tracking down the bugs.

- when next official patch is released (probably 1.4E unless it's 1.5), make SURE you remove this update along with 1.4D

 

What's included:

- creature races in human-creature scenes should be detected right even when target is not creature (this is same as the previous patch I did)

- hopefully fixed some index overflow errors, but this did NOT yet fix the collaborator issues I'm seeing, it should still improve stability somewhat

- a patch to trigger player location update, this will hopefully help location rules to work

 

SSX_14D_EXPERIMENTAL_update2.7z

Posted

So after updating to 1.4d with the addition of the fixes given by CPU for SLAL and Reikiri for some issue relating to races. I've started to CTD after closing the MCM if I even OPEN the Scent of sex's menu, same thing happens if i change any settings etc. Is this a known issue or have I got to go sifting through some logs?

 

Second is an issue with the whole armors menu, I open a list to try and add something and no options are given, I point at a container and it's the same thing. Am I missing something?

 

Last is more of a little query, the whole using cell as a reference for factions etc.  I've found if there's too many NPCs in a cell it wont show them or their factions. Getting around to dealing with that or if it's even a problem or was just delay is for a later day. But what I'm asking is if there's a way to just show all or maybe search factions instead of using the NPCs in a cell, gets a tad mundane spawning NPCs of certain groups to get their factions then sending them back off to oblivion.

 

All in all, great mod and thanks for any help.

Posted

So after updating to 1.4d with the addition of the fixes given by CPU for SLAL and Reikiri for some issue relating to races. I've started to CTD after closing the MCM if I even OPEN the Scent of sex's menu, same thing happens if i change any settings etc. Is this a known issue or have I got to go sifting through some logs?

 

Second is an issue with the whole armors menu, I open a list to try and add something and no options are given, I point at a container and it's the same thing. Am I missing something?

 

Last is more of a little query, the whole using cell as a reference for factions etc.  I've found if there's too many NPCs in a cell it wont show them or their factions. Getting around to dealing with that or if it's even a problem or was just delay is for a later day. But what I'm asking is if there's a way to just show all or maybe search factions instead of using the NPCs in a cell, gets a tad mundane spawning NPCs of certain groups to get their factions then sending them back off to oblivion.

 

All in all, great mod and thanks for any help.

 

I'm using the patch from CPU on SLAL along with HDoS and it's animation pack, as well as of course my own changes to SSX itself.  I haven't had any CTDs, so I can say at least that it's not a constant behavior from the patches.  I have however seen a couple times in log a huge spam of 'index out of range' type errors when closing MCM menu, which could very well be related - it causes a rapid dumping of over a hundred papyrus traces, which I understand can sometimes result in CTD (it hasn't happened to me, which might be partially related to running the whole game on SSD so disk operations are near instant).  Papyrus logs can be of limited use in CTD because the actual cause may not be clear from the logs - but if you have the log and trace both enabled, it might give some clarity if you can find trace dumps from the log (think I posted some examples on earlier post).  I avoid dealing with the MCM part of SSX myself, because - like I told CPU on one occasion, "It confuses the heck out of me".

 

About armors menu, I had similar issue myself.  I've only once seen a piece of armor actually listed in it.  I sent a note about it to CPU earlier, but haven't looked further into it myself.  I think I recall that issue having been around for a while now (C version, possibly earlier).

 

I think papyrus has to pick up the factions from actors - by extracting their whole faction list.  It's not very clean, and not very cheap option.  Technically it should be possible to save the faction list internally, and perhaps provide MCM option to 'scan actors for factions' which could populate the list with factions from actors currently around player.  Perhaps another option to clear the list in case it grows too long.

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