shardoom Posted September 20, 2017 Posted September 20, 2017 I'm confused, if the one included with sexlab is fine how can mine be too old? I'm running the latest sexlab 1.62... O.o
Guest Posted September 20, 2017 Posted September 20, 2017 I'm confused, if the one included with sexlab is fine how can mine be too old? I'm running the latest sexlab 1.62... O.o Maybe was overwritten by another mod? What do you use? MO or NMM?
shardoom Posted September 20, 2017 Posted September 20, 2017 MO it's not showing anything overriding papyrusutil either... Hmm. Well I'll just download the latest and see if that fixes it, not sure what's going on here... Edit: Actually yeah there is, I was looking for papyrusutil in the conflicts section but it's freaking storage util... SimplyKnock (awesome mod) is overriding the storageutil.... Bollocks... >.<
Guest Posted September 20, 2017 Posted September 20, 2017 MO it's not showing anything overriding papyrusutil either... Hmm. Well I'll just download the latest and see if that fixes it, not sure what's going on here... Edit: Actually yeah there is, I was looking for papyrusutil in the conflicts section but it's freaking storage util... SimplyKnock (awesome mod) is overriding the storageutil.... Bollocks... >.< It is nice you identified the problem. After solving the conflict, check again SSX and let me know. In case of problems, always include your papyrus, please.
shardoom Posted September 20, 2017 Posted September 20, 2017 Just editing some stuff in Xedit right now (unrelated) I'll definitely check and get back to you though. Might be something you can mention to others in future if SSX inexplicably doesn't work for them. lol
Guest Posted September 20, 2017 Posted September 20, 2017 Just editing some stuff in Xedit right now (unrelated) I'll definitely check and get back to you though. Might be something you can mention to others in future if SSX inexplicably doesn't work for them. lol I will add a check for the version. So, if you receive the warning, it will be easy to find the root cause.
shardoom Posted September 20, 2017 Posted September 20, 2017 Yep that fixed it. You guys are absolute stars. Thank you very much Reese, reikiri and CPU all your help is much appreciated. Now I get to spend god knows how long tinkering and making some rules! lol
sidfu Posted September 21, 2017 Posted September 21, 2017 Hello! I'm getting problems with custom races: for example if I have custom race "xxxxNordxxxx" (where xxxx is any characters) and making the rule for this custom race only(!) vanilla Nord race will be valid for this rule. It's like SSX is doing substring search when validating a race. Yes, it's a string search, and appears to have this problem. The races are stored in filter in form like: "Bears;Deers;Dogs" ..and filter does a string match, so Cat is a subspecies of Caterpillar. Will need to look into fixing that.. the solution I usually use is to add ; in front and back of the list too, and instead of searching for "race" search for ";race;". It should help. It will partially break all current race filters, but should self-correct with any change to any of rules (so that the config file is saved again). I've been kind of away from Skyrim modding for a long time, and will still be pretty busy in foreseeable future, but should be able to put some time in now and then. found a bit of a bug. i tried to set a rule to not use dogs. main reason is that i have no dog 3p and up animation. so when i added dogs to exclusive so they wouldn't be selected the rule acted instead like only dogs will be selected. even the rule for who said creatures not dogs. other than usual where mod didn't want to initialize if u started a new game with it enabled i had no problems. the initialize a new game i fixed by waiting a few min for everything to finish then went to mcm tried to refresh it-- save then exit game and when u reenter u get option to force it. still think on first start up it should instead of auto initialize on the new game it should do like frostfall and be started manualy when first installed. update can confirm race filters are broken. when u chose inclusve which means it suppose to allow the ones in the list instead ti blocks them. same with exclusive. it seems that the mod is only seeing creature and human as a race. if u add any filters on race it cosideres them as blocked no matter the setting. im trying to setup 3p and up but i have no dog 3p so tryingg to block them but u cant block them no matter the setting it seems. u can get the source to work but the collabortor wont work. Can you try to clarify this a little? I made a very simple rule: target: player, source: generic/creature. Only rule was source creature dogs - I tried inclusive, and it triggered only for dogs.. tried exclusive and it triggered for creature other than dog. So at least that kind of simple rule worked for my version (1.4g14 - which I don't think I made any changes since when I uploaded it). You mentioned that source works, but collaborator doesn't - can you explain with more detail what kind of rule is failing, or possibly post the config file? I do recall I was trying out creature 'gangbang' rules, but had too much trouble with them - technically they worked in optimal conditions, but kind of started to fail in practice. It's been a while, but I think it had something to do with just having too many creature types and too few multi-creature animations. -- edit 2 -- removed the upload here, since the fix is rolled into 1.4h sorry for late reply never got message u quoted ok this what happens. when i try to put day dogs on the excursive list to not check them for both the source and the collaborator to prevent them from being in any 3p and up animations it says there are no animations for dog as source and collaborator. so basically the filters for race are not working as intended. instead of preventing them its thinking they included. now if u take and only put dog on source u dont get the issue but mod will still select dogs for 3p and up and put dog as a collaborator. this causes say u have a 3p animation start for a horse u wind up with a horse as a source and a dog as a collaborator. what needs to be checked is the collaborator race filter. the source one seems to work fine. its probably on purpose or a old thing to prevent blocking a race on both the collaborator and the source thats the same. update after 2 hours of messing around finaly got it. i found also what the issue is. when u set a race to exclusive and to not be used in the rule when u go to save the rule it still checks if that race has animations. this causes it to sometimes not save the race filter even if u say ignore and save it. for dogs have bot put both dogs and canine.
laurencius Posted September 22, 2017 Posted September 22, 2017 I'm having trouble making a rule start. I built a rule where sex should start if a source sees target having sex. So I selected Src in the rule start section. So far, the rule has not started, even when NPCs are practically on top of the target engaged in sex.
Justfornow Posted September 24, 2017 Posted September 24, 2017 Has anyone ever had trouble involving Lydia in these rules? I made one involving followers, and every other follower I've tried can trigger it, but not Lydia. I even chang ed the source to her specifically, and nothing. I've noticed trouble with other mods involving her, like mods which cause followers to initiate sex with the player. She's so stubborn! Is this a common problem?
shardoom Posted September 26, 2017 Posted September 26, 2017 Is it normal for scent of sex to take a long time to get the sex going? It seems like each stage of preparation takes forever, the character seem to pause for ages, then have their dialogue together, then stand there for ages, then move to a bed (if applicable) then wait some more, then finally strip down and get jiggy... Is there something wrong on my end, or is this just how it is?
krocoz Posted September 26, 2017 Posted September 26, 2017 OK, I checked the Brawl and is actually very easy to start one. So in next version, there will be an option to start a brawl in case of negative answers ("rape on denials will be renamed to accommodate this new option) And I will start "consequent rules" in all cases (not only when a scene ends), so you can have a (couple of) rule(s) that: * Ask player to do sex, do brawl on denials * In case your health is too low after a brawl, do a sex scene Stay tuned. Hello, have you added this feature yet?
laurencius Posted September 26, 2017 Posted September 26, 2017 Has anyone ever had trouble involving Lydia in these rules? I made one involving followers, and every other follower I've tried can trigger it, but not Lydia. I even chang ed the source to her specifically, and nothing. I've noticed trouble with other mods involving her, like mods which cause followers to initiate sex with the player. She's so stubborn! Is this a common problem? I have not had trouble with using Lydia in rules. I set her as specific for whichever role.
Guest Posted September 26, 2017 Posted September 26, 2017 OK, I checked the Brawl and is actually very easy to start one. So in next version, there will be an option to start a brawl in case of negative answers ("rape on denials will be renamed to accommodate this new option) And I will start "consequent rules" in all cases (not only when a scene ends), so you can have a (couple of) rule(s) that: * Ask player to do sex, do brawl on denials * In case your health is too low after a brawl, do a sex scene Stay tuned. Hello, have you added this feature yet? Was not added to version 1.4H, so it is not available yet.
antediluvian Posted September 28, 2017 Posted September 28, 2017 I'm having trouble making a rule start. I built a rule where sex should start if a source sees target having sex. So I selected Src in the rule start section. So far, the rule has not started, even when NPCs are practically on top of the target engaged in sex. Don't forget that it also has to process all the other rules before it rolls around to checking the "sees sex" rule; SSX works on a polling basis rather than an event driven basis, for the most part. It does trigger on my end (I use it to make people run off to masturbate if they catch someone having sex, sort of like Artificial Girl 3), but it can take upwards of 40-50 seconds in a low-traffic area before an NPC will actually fire it off, and by that time NPC-NPC sex is often nearly over. This does create some interesting chains of sexual behavior, but can be especially silly when they simply sit and casually glance at people going at it nearby, as if it's the most natural thing in the world, and then suddenly rush off two minutes later. Is it normal for scent of sex to take a long time to get the sex going? It seems like each stage of preparation takes forever, the character seem to pause for ages, then have their dialogue together, then stand there for ages, then move to a bed (if applicable) then wait some more, then finally strip down and get jiggy... Is there something wrong on my end, or is this just how it is? That sounds like SexLab itself being slow -- once the mod has triggered the animation request, the mod lets SL handle everything and simply waits for it to finish. I get around the same essential slowness with SSX triggering an SL scene as I do with SLEN or any other mod triggering an SL scene, so I don't think it's inherently slow. If that's not explicitly what you're referring to, the mod does however take a long time to scan, and then verify with the rules checker, and then fire off the scenes that have been found valid before a scene even begins -- and occasionally the circumstances can have changed enough to make the scene no longer valid by the time they roll around.
Slorm Posted September 30, 2017 Posted September 30, 2017 I've just been looking at SSX and have to say it's impressive and will definitely be giving it a try. Please forgive me as I'll need to ramble a bit with this question which is predominantly about another mod which SSX may provide a fix for if it can detect when an animation is playing. The mod in question is Touring Carriages https://www.nexusmods.com/skyrim/mods/38529/? which I've used for years which has one huge failing, when the pc is in the carriage it plays as one long animation until the player gets out again. This gives problems with mods like DH and DCL as if they fire while in the cart it breaks the animation and the camera tries to find the player at two separate co-ordinates and will then ctd. The only workaround is to manually turn off DH and DCL while travelling. It also breaks if the player is injured in any way while in the cart and unfortunately the author is not receptive to providing a fix (and may not be around now in any case) Coming back to the point, I had an idea to create a rule that the pc would be raped by wild animals in a cell if her arousal is over a certain figure calculated from SLAR which looks to be straightforward, however I then realised I will then have the same issue with Touring Carriages using the rule as DH and DCL does. So, is there a way to detect if an animation is already playing and suspend the rule until it has completed? Sorry for being so long winded
Guest Posted September 30, 2017 Posted September 30, 2017 I've just been looking at SSX and have to say it's impressive and will definitely be giving it a try. Please forgive me as I'll need to ramble a bit with this question which is predominantly about another mod which SSX may provide a fix for if it can detect when an animation is playing. The mod in question is Touring Carriages https://www.nexusmods.com/skyrim/mods/38529/? which I've used for years which has one huge failing, when the pc is in the carriage it plays as one long animation until the player gets out again. This gives problems with mods like DH and DCL as if they fire while in the cart it breaks the animation and the camera tries to find the player at two separate co-ordinates and will then ctd. The only workaround is to manually turn off DH and DCL while travelling. It also breaks if the player is injured in any way while in the cart and unfortunately the author is not receptive to providing a fix (and may not be around now in any case) Coming back to the point, I had an idea to create a rule that the pc would be raped by wild animals in a cell if her arousal is over a certain figure calculated from SLAR which looks to be straightforward, however I then realised I will then have the same issue with Touring Carriages using the rule as DH and DCL does. So, is there a way to detect if an animation is already playing and suspend the rule until it has completed? Sorry for being so long winded SexLab animations are detected, but normal animations cannot be detected. Send me the link to this mod for the carriages animations. I will give a look to it and (maybe) provide something.
Slorm Posted September 30, 2017 Posted September 30, 2017 SexLab animations are detected, but normal animations cannot be detected. Send me the link to this mod for the carriages animations. I will give a look to it and (maybe) provide something. Many thanks CPU, I guess if it's a problem it might be easier the update the mod cart scripts with a dhlp modevent instead Here's the link to Touring Carriages: https://www.nexusmods.com/skyrim/mods/38529/?
Reesewow Posted September 30, 2017 Posted September 30, 2017 Coming back to the point, I had an idea to create a rule that the pc would be raped by wild animals in a cell if her arousal is over a certain figure calculated from SLAR which looks to be straightforward, however I then realised I will then have the same issue with Touring Carriages using the rule as DH and DCL does. One nice thing about Scent of Sex is that you can assign a hotkey to enable/disable the scanning for the mod. If you have the mod set up so that it notifies you when a rule is about to play, you can even disable the mod at that point and the scene will be cancelled. So I think even if your PC does get picked up while riding a carriage you should be able to disable the mod via hotkey and avoid the issue without mucking about in the MCM menu.
Someone92 Posted October 1, 2017 Posted October 1, 2017 Am I just blind, or is there no changelog for version 1.4h?
Guest Posted October 1, 2017 Posted October 1, 2017 Am I just blind, or is there no changelog for version 1.4h? There was, but the title was: 1.4g Just fixed it
padezaw Posted October 3, 2017 Posted October 3, 2017 Hi, I was from Nexus (pzaw) having trouble with a simple rule (FFKisss.json) The rule: I run around skyrim naked and any generis female who sees me is supposed to kiss me (Play kiss animation) I thought this was the simplest rule to test but is not working. I put highlighting on and when I enter say an inn someNPCs become lit like charries and then nothing. During the log I am outside of the Bannered Mare next to the well in the morning and then people start to come into the scene as they come in I can see some of the light up like charries. and then fade. but no kissing. Curious because my rule is for only female but some males lit up as well and some females dont. Then I go into the inn and some of the women and some of the men light up like charries then nothing. no message as to what happened. I annot find the Papyrus log but only PpyrusUtilDev.log. hope this helps. pzaw PapyrusUtilDev.7z FFkiss.json
Guest Posted October 3, 2017 Posted October 3, 2017 Hi, I was from Nexus (pzaw) having trouble with a simple rule (FFKisss.json) The rule: I run around skyrim naked and any generis female who sees me is supposed to kiss me (Play kiss animation) I thought this was the simplest rule to test but is not working. I put highlighting on and when I enter say an inn someNPCs become lit like charries and then nothing. During the log I am outside of the Bannered Mare next to the well in the morning and then people start to come into the scene as they come in I can see some of the light up like charries. and then fade. but no kissing. Curious because my rule is for only female but some males lit up as well and some females dont. Then I go into the inn and some of the women and some of the men light up like charries then nothing. no message as to what happened. I annot find the Papyrus log but only PpyrusUtilDev.log. hope this helps. pzaw I need the papyrus.log. To get it, you may need to edit your Skyrim.ini or SkyrimPrefs.ini, by adding (or editing) this section: [Papyrus] bEnableLogging=1 bEnableTrace=1 After that, try to reproduce the problem. Then exit the game, and your papyrus0.log will be in "My Documents/My Games/Skyrim/Script/Logs/"
padezaw Posted October 3, 2017 Posted October 3, 2017 I need the papyrus.log. To get it, you may need to edit your Skyrim.ini or SkyrimPrefs.ini, by adding (or editing) this section: [Papyrus] bEnableLogging=1 bEnableTrace=1 After that, try to reproduce the problem. Then exit the game, and your papyrus0.log will be in "My Documents/My Games/Skyrim/Script/Logs/" Sorry, Did not look in the right directory. Ok, here it is I deleted the old ones and started fresh. Like before I stood near the well for a while and then moved into the inn. While I was waiting I checked the arrousel levels of NPCs by pressing N. Thanks Pzaezaw. Papyrus.0.log.7z
Guest Posted October 3, 2017 Posted October 3, 2017 OK, there is the result. I see one rule checked in Whiterun. The found actors are: SSX: All Actors from Cell Scan: Brenuin (MnH Redguard), Vignar Gray-Mane (MnH Elder), Commoner (FnH WoodElf), Sophia (FnH Ningheim VampireSophia), Phile (FnH Ningheim VampireSophia), Noblewoman (FnH IMPERIAL), Zaw (MnH Nord), Strange girl (FFH MRTmrissi), Mikki (FFH TeenGirl), Whiterun Guard (MnH Nord), 10 actors And this is why the rule is not starting: [10/04/2017 - 03:17:25AM] SSX: Rule Checker: Trying to fill the rule: FFkiss+3 [10/04/2017 - 03:17:25AM] SSX: Actor Zaw added as Target in FFkiss+3 <- Zaw is probably your character [10/04/2017 - 03:17:25AM] SSX: Actor is bad for its sex: Brenuin pos=1 [10/04/2017 - 03:17:25AM] SSX: Actor Brenuin is not good for source in FFkiss+3 <- Brenduin is male (I suppose you are looking for a female as source) [10/04/2017 - 03:17:25AM] SSX: Actor is bad for its sex: Vignar Gray-Mane pos=1 [10/04/2017 - 03:17:25AM] SSX: Actor Vignar Gray-Mane is not good for source in FFkiss+3 <- Vignar is male (I suppose you are looking for a female as source) [10/04/2017 - 03:17:25AM] SSX: Actor is bad for its fellowship: Commoner pos=1 [10/04/2017 - 03:17:26AM] SSX: Actor Commoner is not good for source in FFkiss+3 <- Commoner is female but is not a follower [10/04/2017 - 03:17:26AM] SSX: Actor is bad for its fellowship: Sophia pos=1 [10/04/2017 - 03:17:26AM] SSX: Actor Sophia is not good for source in FFkiss+3 <- Sophia is female but not a follower [10/04/2017 - 03:17:26AM] SSX: Actor is bad for its fellowship: Phile pos=1 [10/04/2017 - 03:17:26AM] SSX: Actor Phile is not good for source in FFkiss+3 <- Phile is female but not a follower [10/04/2017 - 03:17:26AM] SSX: Actor is bad for its fellowship: Noblewoman pos=1 [10/04/2017 - 03:17:26AM] SSX: Actor Noblewoman is not good for source in FFkiss+3 <- Noblewoman is female but not a follower [10/04/2017 - 03:17:26AM] SSX: Actor is bad because seeing naked: Strange girl pos=1 [10/04/2017 - 03:17:26AM] SSX: Actor Strange girl is not good for source in FFkiss+3 <- Strange girl is female and is a follower, but is not seeing the target (Zaw) as naked (or Zaw is not naked or Strange girl is not looking at Zaw) [10/04/2017 - 03:17:27AM] SSX: Actor is bad because seeing naked: Mikki pos=1 [10/04/2017 - 03:17:27AM] SSX: Actor Mikki is not good for source in FFkiss+3 <- Mikki is female and is a follower, but is not seeing the target (Zaw) as naked (or Zaw is not naked or Strange girl is not looking at Zaw) [10/04/2017 - 03:17:27AM] SSX: Actor is bad for its sex: Whiterun Guard pos=1 [10/04/2017 - 03:17:27AM] SSX: Actor Whiterun Guard is not good for source in FFkiss+3 <- WR Guard is male (I suppose you are looking for a female as source) [10/04/2017 - 03:17:27AM] SSX: Bad rule because 6 - Sources cannot not be found - FFkiss+3 <--- and the rule fails because no followers are seeing anybody naked. I may suggest you try to set the rule start mode to "Being naked" and not "Seing naked" Let me know
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