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Posted

 

 

 

 

It seems like i broke Scent of Sex. I've been using it in a longer playthrough and i'm not sure when it stopped working.

The MCM menu says it's intializing but it's forever stuck on 70%.

I mapped a button to start it but it doesn't seem to be working even though it displays a notification in the corner that it has started.

 

Any idea why this happens, or would cleaning the save file and reinstall fix it?

 

Post your log file, and I will try to understand what is going on.

 

I found a save game not too far back when it was still working.

Can it be because i loaded a game, then immediately went through a door making it load again before it is initialized?

attachicon.gifPapyrus.0.log

 

 

I had this problem too. ..worked fine for several saves then ... stuck at 70% and not working anymore.  Unfortunately, I don't have a log file. 

 

I fixed the problem by removing Scent of Sex from my mod list in MO. Starting a game and saving, then re-installing Scent of Sex.  Everything was working fine again.

 

FYI (unrelated to the above problem),

When browsing around in Mod Organizer files, In Scent of Sex /SKSE/Plugins/Scent of Sex folder I found a rule "Women for Male Elf" which isn't one of my rules.

 

 

me too ...... i have the same file "Women for Male Elf"  !!!!!! .................. & by the way ihave the problem of  (( forever stuck on 70% ))  what the problem ???

 

 

The "women for male elf" seems to be an exported rule, probably leftover from some testing that snuck into release (if you go to sex rules -> import page, you'll see it as an import option).  You can safely ignore or delete that file - unless you actually import it into your rules it'll do nothing.

 

If you are stuck in 70% load, one thing you can try (if the MCM pages open properly), go to debug page and click 'force actors cleanup' and once it finishes, 'force restart'.  I can't be sure whether it works since I haven't ran into this issue myself so can't actually test it.. but it's easy enough to try.

 

-- edit --

That papyrus log is filled with spam from MintyLightning mod.  I have no idea why - I'm using it myself and don't have any problems.  My best guess would be it's hoarding all papyrus time, and SSX fails to initialize because of that.. but I wouldn't jump to conclusions without checking more logs from similar case.  It seems to explode during Moonlight Tales initializing - and that one I don't have.  If everyone with the 70% stuck issue has both minty lightning and moonlight tale installed - then it's possible there's connection there.  I'm also seeing something related to wet and cold there, so that's another possibility.

 

At a glance on the mintylightning script on those lines, it's trying to place a dummy caster to call down a lightning strike, and specifically..

Debug("Sheet: CasterRef Moved, do we have a parent = " + CasterRef.GetParentCell() + ", 3D=" + CasterRef.Is3DLoaded() +", Attached=" + CasterRef.GetParentCell().IsAttached())

... on that line the casterref.getparentcell() is returning null reference.

 

Looking again, the script fires only a few times per second, so I'm not sure if that's really hogging all the resources.  Could also be they are symptoms of the same issue - on SSX logs I see the new cell being empty, so perhaps it's trying to initialize when player isn't yet in real environment (I imagine this might cause minty lightning to freak out too) - but again I can't really do any testing on this because I haven't come across this issue.

 

Perhaps try moving to indoors location, and then do the 'restart' from SSX debug page.  That way it should try initializing in a small and stable environment - or if that doesn't work, could try saving and restarting game in that indoors environment (e.g. shop or inn).

 

Posted

CPU.... what is it that determines which position the Male is in when we have a Threesome?

In the animation itself (this is for Leito_ffm_1 (or 2 or 3).... the actors are added as : A1=Female, A2=Male, A3=Female.

 

When I try to run these animations as a threesome, the Male PC always ends up in the wrong position. The animation has a tag MFF. I removed that tag and added FMF instead. No difference. I had this working several versions ago, but spent several HOURS on it this morning and can't get it to work.

 

What am I doing wrong? I have tried the Male PC as Target, Source, and Collaborator....  

Posted

There is a flag to identify who will be in the first position (that usually should be the passive position.)

Play with it, probably for some animations you need a different setting.

 

The setting is per rule, and you can find it in the menu to define the participants.

Posted

There is a flag to identify who will be in the first position (that usually should be the passive position.)

Play with it, probably for some animations you need a different setting.

 

The setting is per rule, and you can find it in the menu to define the participants.

 

Got it! It's not the "passive flag" at all. It's the way you manipulate gender tags and how they are used.

 

I changed gender tags to use strict and then go lazy.... the rule chose animations based on a SPECIFIC TAG that no other animations have... HOWEVER... when I changed the use of gender tags.... OTHER ANIMATIONS were chosen that DID NOT HAVE the special tag.

 

In the end, I discovered that I needed to simply TURN OFF gender tagging..... Don't Use Gender Tags... and it all works perfectly.

Posted

This mod is pretty intensive, also if it is extremely optimized.

 

While the rules are checked, a lot of stress if produced on the VM.

But all other times the mod does nothing.

 

SexLab utils is used to add some special effects to actors in SexLab animations, it has pretty much nothing to do with this mod.

 

 

Posted

I see. So this mod can't add special effects to actors in sexlab animations?

 

Edit: Read the mod description again, I guess it is just for creating sex situations, I could have sworn I peeked at it once and used it for effects, but I must have been confused. Thanks for the response, too!

Posted

Since cursed loot misbehaves if the player is bound, i've tried to reproduce it's rape options and found some things i'd like to request. If they are already possible i couldn't find it.

 

-more time out, 600 seconds is only 10 minutes, for rules which trigger random rape with pretty much everything it's a bit short imho... especially since the animations already take some of those 5 minutes. I'd prefer up to 30 minutes.

 

-starts on: i'd love if it would be possible to chose several things like "no weapons, naked, wearing devious devices, night, sneaking" and say: apply that rule if (for example) 3 of those are true. I think atm it always checks for all.

 

-queues for potential collaborateurs (during rape). If chosen all of the possible actors found will move to the player, and it will randomly play x-somes or 1:1 until every raper had their turn at least once. I guess something similar can already be done with "someone sees sex" + crowds, but i'd prefer a bit more randomness for the whole situation, currently it will always play 5-somes if 4 attackers are found (and i'm not sure if that would really work like i think).

 

- a chance that a rule doesn't trigger although all conditions are met.

Posted

Hi,

 

- Increasing the max time to re-trigger is not a big deal. I will increase it in the next version

 

- starts on with "subset" of conditions. Technically is possible, but will reduce performances (the checking are done from the lightest to the hardest and after the one fails the others are not checked. In case I will implement it, then I have to always check everything.)

 

- technically you can already to it, is ok to use the crowd system, then you can use the rule sequencing to have the second, third, and so on starting

 

- not complex but why?

 

Posted

Is the player the "target" or the "source"? 

 

It depends on what you want to do.

And be aware that "target" is not always the "passive position", it can be specified using another option.

 

"Target" is always the actor that is reached. And asked in case of dialogues.

Posted

Hi guys,

Just wanted to know is there was an estiamte time of arrival of the next version for this mod. :)

I know that we all want you to take your time to make this mod always greater, but I would like to know if there was a way to know it , like something inside the description of the mod or anything.

bye and love :D

Posted

Discussing with Reikiri the other day, probably next version will not be a small increase but a complete re-write.

If this will be confirmed, then for sure it will not be soon.

Posted

Hey, CPU. :)

 

I have a rule created in which my PC's husband (follower) will ask her for sex at any given time and have set the probability for it to happen at very low. However, Farkas is either very horny all the time or something went wrong in this new game I started. He will ask my PC for sex roughly about every 2-5 minutes. And this even happens while we are in a dungeon! He would stop fighting draugr, run all the way to her, and ask for a shag while the baddies kept attacking both him and my PC.

 

I kept saying no to him at first then thought that if I let my PC give in he'd be satisfied for a good while. That didn't happen. After they were done a few minutes later he asked again. This is especially problematic because I play a stealth archer and she's crouched 80% of the time in a dungeon. So if I have my bow out and ready to release the arrow and he asks, she'll release the arrow and is forced to look at him because I have Face to Face installed, we get detected and bad stuff happens.

 

I deleted the rule and made the exact same one and there was no change. Another rule I have is the opposite in which my PC asks him for sex and have it set at a very high probability and it hardly shows up when speaking to him.

 

When I played last night and he'd ask for some lovin' I'd have my PC say "No" until we got to a safe location, I'd have her speak to him and he had a dialogue option that read, "Do you have something you want to say?" And he'd then ask for sex, but nothing happened.

 

What do you think is causing this insatiable lust in my follower rule? It's pretty simple: Target = Player, Source = Male Follower, Follower will ask player for sex, Probability - very low, Tags - MF, Non Aggressive.

 

Thanks in advance. xoxo

Posted

The "probability" is used only when comparing to other rules.

In case this is your only rule, then it will happen as soon it is valid.

Posted

To MsOtaku: You could set the rule to be valid only when the source is at a certain arousal level (you would need to use SexLab Aroused). I usually set mine high so that the source has to be very horny before asking for sex. 

Posted

The "probability" is used only when comparing to other rules.

In case this is your only rule, then it will happen as soon it is valid.

 

I have another similar rule, but for a threesome with a female follower. I haven't gotten one yet so that one is the only one that kicks in since the male follower gets to ask for sex. The other is where my PC asks for it.

 

To MsOtaku: You could set the rule to be valid only when the source is at a certain arousal level (you would need to use SexLab Aroused). I usually set mine high so that the source has to be very horny before asking for sex. 

 

That's a great idea. I didn't know I could use arousal levels - that would help a lot. Setting it really high should solve this issue. Do I set my PC's arousal level in SL Aroused or in SSX? I don't remember seeing an option for arousal in the latter mod. If it's there then I missed it.

 

Thank you both! xoxo

Posted

SSX pulls arousal from SSA I believe.  You can fine tune individual arousal rates, levels, etc in SSA MCM options under the puppet master section.. or globally if you prefer.

Posted

 

I'm trying to get the trigger of SOMETHING WEARABLE to work but for some reason there is no items in the drop down for the wearables. - can someone help?

cpu - any thots on this?

 

 

Wearable code had some issues, among others it bugged out if your inventory has some invisible wearable without name.  It was fixed in a later release candidate but it was probably still present at 1.4F.  I've been testing that RC version for a while, it has some issues but for me it seems to work better than 1.4F release, so I'll drop it here in case you - or anyone else - wants to give it a go.

 

Going from 1.4F -> 1.4G or back to 1.4G -> 1.4F shouldn't need a cleansave, just stop the mod before saving the game and swapping the version.

 

What has changed from 1.4F -> 1.4G:

G:

- opening mcm multiple times shouldn't trigger multiple simultaneous actor scans

- nameless wearables should no longer leave wearable armor lists empty (e.g. has-to-(not)-wear starting rule)

- fixes to wearable condition checks

- fix to player position sorting when player is asked for sex

G2:

- fix to target/source duplicating as first collaborator (this may have caused all sorts of strangeness)

 

-- edit --

Fixed (I hope) the duplicating actor bug, and updated version (it's now g2 in filename).  If you grabbed the first G version already, please get the G2 version and replace it.  Again no cleansave should be needed - it's just a small tweak in one script.

SSX 1.4g2.7z

Posted

After using this mod since its earliest version, I think this mod is fantastic! I can use scent to create any sexual situation I want in Skyrim. Thank you for developing this mod, CPU and Reikiri.  :heart:

Posted

There seems to be an error with setting source wearables in the starting rule section. I keep save clothes for target but unable to do so for source

Posted

Any news about the bug that beds are not used?

 

Haven't looked into this myself - I never use beds, because they constantly give me bad results.  Sometimes actors fall through and animation happens on floor, sometimes they float above the bed, sometimes hang halfway over headboard.

 

There seems to be an error with setting source wearables in the starting rule section. I keep save clothes for target but unable to do so for source

 

Tested this, and I got same results - source clothing condition wasn't saved.  This is likely anissue somewhere in the MCM, which is totally CPU's code, I've kept at distance from it.

 

CPU is on vacation for a few weeks, and won't be working on the mod during that time.  I can try to have a look at this a bit later on (will be busy for the rest of the week myself) but it's likely it'll have to wait till CPU can take a look at it.

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