Jump to content

Recommended Posts

Posted

I really enjoy this mod. If this mod is still be actively worked on, I would like to suggest four options that would be nice to have.

 

1. The option to set conditions on whether a target accepts a sexual advance. Conditions such as arousal, location, etc would be very useful. As it is now, it seems to be random whether they accept or decline. Seems to be 100% chance to accept.

2. The option to have the dialogue options be random. Also more dialogue choices would be great! 

3. The option to have a target that is approached by a rapist the option to fight back. It would work in a way similar to Sexlab Defeat. The target would fight back the rapist and if he/she loses, the scene would playout.

4. If possible: The option to have characters who require privacy. They would lead their partner to a separate room/ somewhere without many other characters around. 

Posted
13 hours ago, visoth said:

The option to set conditions on whether a target accepts a sexual advance. Conditions such as arousal, location, etc would be very useful

Yup, suggested the same recently. Right now the chance to accept isn't 100% - the chance is set in the Interactions menu, but the options are only visible if Player isn't one of the possible targets, only NPCs.

 

13 hours ago, visoth said:

The option to have a target that is approached by a rapist the option to fight back

Seems to be an often requested feature, and the developer confirmed that it will be included in the next version.

 

13 hours ago, visoth said:

If possible: The option to have characters who require privacy. They would lead their partner to a separate room/ somewhere without many other characters around.

There's kind of a similar feature right now if the option to use beds is set.

It doesn't really check for witnesses... but I've recently caught a glimpse of Jarl Baalgruf approaching one of the servant ladies and offering his company to her... she agreed, and they ran off into the back room behind the kitchen, he-he. :smile:

 

Posted
On 3/3/2018 at 7:30 AM, Warlock3000 said:

Yup, suggested the same recently. Right now the chance to accept isn't 100% - the chance is set in the Interactions menu, but the options are only visible if Player isn't one of the possible targets, only NPCs.

 

On 3/3/2018 at 7:30 AM, Warlock3000 said:

There's kind of a similar feature right now if the option to use beds is set.

It doesn't really check for witnesses... but I've recently caught a glimpse of Jarl Baalgruf approaching one of the servant ladies and offering his company to her... she agreed, and they ran off into the back room behind the kitchen, he-he

Thanks for letting me know about these. While not perfect, I will definitely try to put them to use.

Posted

Well, it's been a while since I've been doing much anything with Skyrim.  Life's been busy and all that.

There's one issue I came across long time ago, but it only appeared to me with one rule so I didn't pay too much attention to it.  It can be pretty severe though - when it hits, it can teleport you across the zone, and worst case can crash your game with "pure virtual call" error.  It happens right when the scene is about to start, and actors are supposed to be sent together - but before actual animations start.  It's triggered by some of the animations being dropped from the list of potential animations, by limiting factors like gender tags or aggressiveness limits.  For me the only time I actually came across this, was a "player ask sex" rule, with denial resulting in rape scene, and with a set of "specific animations" set as results.

 

I'm not uploading a full version for a small fix like this, but I'm uploading a patch here.  If you are using 1.4h version, don't uninstall it - just install this patch after it, and let it overwrite the couple files it will (ssxRunner.pex and ssxRunner.psc).  Won't need a cleansave or anything like that, just drop it in when game isn't running.

 

There may be an issue with "use strict but then go lazy" selection in gender tag options, when using specific animations - I'll check back on that a bit later, and I'll try to look back a few pages when I get a chance, to see if there's any major issues reported while I was awol.

 

Cheers <3

SSX 1.4h patch1.7z

Posted
On 3/3/2018 at 1:03 AM, visoth said:

I really enjoy this mod. If this mod is still be actively worked on, I would like to suggest four options that would be nice to have.

 

1. The option to set conditions on whether a target accepts a sexual advance. Conditions such as arousal, location, etc would be very useful. As it is now, it seems to be random whether they accept or decline. Seems to be 100% chance to accept.

2. The option to have the dialogue options be random. Also more dialogue choices would be great! 

3. The option to have a target that is approached by a rapist the option to fight back. It would work in a way similar to Sexlab Defeat. The target would fight back the rapist and if he/she loses, the scene would playout.

4. If possible: The option to have characters who require privacy. They would lead their partner to a separate room/ somewhere without many other characters around. 

1) This could be nice to have.  If the evaluation happened only when the dialogue is triggered, it shouldn't really have a performance hit either.  The whole "ask for sex" part is pretty much done by CPU so I can't say offhand how difficult this would be - but my feeling about it is, it might require rearranging some internal tests in order to avoid redundancy.. so it would take some effort to implement.

2) Dialogues are a PITA, especially adding more options.  I'm thinking it probably won't happen until the dialogues can be modified from MCM without needing to mess with creation kit.  That would allow full customizing of dialogue, so no need to rely on predefined lines anymore.

3) No comment. >.>

4) Probably not going to happen at least quite this way - to actually find an empty / out of place spot near any random place where you happen to be, would be tricky to say the least.  Making on NPC-NPC scene happen only when no one else is around would be moot.  Making a check for NPC to initiate scene when no one else is visible, and/or accept an "ask for" scene in those conditions.. that might be useful (PC getting assaulted at night when alone, or an NPC that wants privacy only accepting when alone).

Posted
On 3/8/2018 at 4:17 AM, reikiri said:

1) This could be nice to have.  If the evaluation happened only when the dialogue is triggered, it shouldn't really have a performance hit either.  The whole "ask for sex" part is pretty much done by CPU so I can't say offhand how difficult this would be - but my feeling about it is, it might require rearranging some internal tests in order to avoid redundancy.. so it would take some effort to implement.

2) Dialogues are a PITA, especially adding more options.  I'm thinking it probably won't happen until the dialogues can be modified from MCM without needing to mess with creation kit.  That would allow full customizing of dialogue, so no need to rely on predefined lines anymore.

3) No comment. >.>

4) Probably not going to happen at least quite this way - to actually find an empty / out of place spot near any random place where you happen to be, would be tricky to say the least.  Making on NPC-NPC scene happen only when no one else is around would be moot.  Making a check for NPC to initiate scene when no one else is visible, and/or accept an "ask for" scene in those conditions.. that might be useful (PC getting assaulted at night when alone, or an NPC that wants privacy only accepting when alone).

Thanks for listening to my feedback. If I think of something else that would be handy, I will definitely post again. Always nice to know the developer of a mod is always open to suggestions.

 

About #3 *insert Palpatine's voice* Do et

Posted

I really need a wider cloak range....

 

And it is not possible to create a rule with more than one creature as target.... this works for Humans... 

 

And it would be nice if you could add/remove factions as easy as races. 

Posted
4 hours ago, Pfiffy said:

I really need a wider cloak range....

 

And it is not possible to create a rule with more than one creature as target.... this works for Humans... 

 

And it would be nice if you could add/remove factions as easy as races. 

- Increasing cloak range would also make the scanning exponentially more heavy.  Cell scanning now works through SKSE plugin which makes it much faster - so it's the recommended mode.  I think more productive solution (if possible, I haven't actually checked) would be to give an option for cell scan to also scan adjacent cells when in outdoors environment.

 

- Do you mean like MCCC rule or FCCC rule?  With one human and multiple creatures?  The rules work with 1 source, 1 target, up to 3 collaborators.  You can set collaborators as creatures, same as humans, so it should be equally possible?  If not, can you elaborate on this?

 

- By factions, do you mean like the "races" section of MCM where you can checkbox the races to involve?  Factions are a bit more tricky than races, because one actor can be of one race only, but can be involved with any number of factions - and can move between factions.  Factions are also not inherently tested for every rule, unlike races which are tied to animations themselves (at the minimum you have to differentiate human/creature for every actor) so the mod doesn't have universal faction filters.  I think it was also tied to fact that SSX at least used to collect the factions list from actors around the player - so it wasn't really even aware of what factions actually exist in the game.  I think it now has a master list of the common factions - but even so, mods can add a lot more of them.

Well there's also the fact that some people really can't stand spiders.  ////\/OowoO\/\\\\

 

Posted

Actually weird question, I use the cloak scan myself but set at the smallest range as I wanted it to only work close to my avatar. How hard would it be to add a distance from player requirement on rules to use with cell scanning? If it's something that could be reasonably added is anyone else even interested in that?

In any case this is a great mod.

Posted
2 hours ago, reikiri said:

- Increasing cloak range would also make the scanning exponentially more heavy.  Cell scanning now works through SKSE plugin which makes it much faster - so it's the recommended mode.  I think more productive solution (if possible, I haven't actually checked) would be to give an option for cell scan to also scan adjacent cells when in outdoors environment.

 

- Do you mean like MCCC rule or FCCC rule?  With one human and multiple creatures?  The rules work with 1 source, 1 target, up to 3 collaborators.  You can set collaborators as creatures, same as humans, so it should be equally possible?  If not, can you elaborate on this?

 

- By factions, do you mean like the "races" section of MCM where you can checkbox the races to involve?  Factions are a bit more tricky than races, because one actor can be of one race only, but can be involved with any number of factions - and can move between factions.  Factions are also not inherently tested for every rule, unlike races which are tied to animations themselves (at the minimum you have to differentiate human/creature for every actor) so the mod doesn't have universal faction filters.  I think it was also tied to fact that SSX at least used to collect the factions list from actors around the player - so it wasn't really even aware of what factions actually exist in the game.  I think it now has a master list of the common factions - but even so, mods can add a lot more of them.

Well there's also the fact that some people really can't stand spiders.  ////\/OowoO\/\\\\

 

The main reason I am asking for a wider cloak range is that the cell scan and the alias scan somehow does not work (correctly) in SE. Scanning over cell boarders might solve this problem for me in a few situations, but in some cases You don't get close enough to have actors in the cloak without triggering their aggression. If they attack me they will usually not survive long enough to trigger a scene. ( sorry, I don't know how to explain this in english.) This happens in Helgen when you get to the spiders, At Felglow Keep and on the way to the Bandit Tower near Riverwood. 

 

My way of playing: I turn my followers into Drainslaves and set up the rules in a way that they run to any enemy and give them a sweet death. 

So I have source DeadlyDrainSlave, Taget Faction: Bandits,Warlocks,Necros and so on. Collaborators:  optional: Faction Bandits, Warlocks, Necros... and so on. This works fine without any issues.

 

Trying the same for Creatures always leads to an error message saying that this is not possible. It doesn't make a difference if i put it like this:

 

Source: DDS, Target : Race Creature, Collaboraters : Race creature

or

Source: DDS, Target: Faction: Predatorfaction, Collaborators Predatorfaction. (adding the creaturefaction and the preyfaction as defaults would be nice)

 

But it works if I set it like 

Source: creature, Target: Faction: DDS, Collaborators same race. (BTW: A 'same faction' Setting would be nice here) But then the Creatures spawn close to me, instead of making the DrainSlave go to the creatures. 

 

In some cases the optional collaborator setting does not work correctly for creatures if there are not enough creatures of the same race availible. I tested this with Riecklings, there are anims for one on one, two on one and 4 on one but not for a 3 on one, SSX still tries to trigger a 3 on one sometimes.  

 

Comming to the factions: If you set up a rule based on factions and add one wrong faction, you can not remove that one again, You can only remove them all and start from scratch. If you have created a rule somewhere midgame and want to edit the faction settings for some factions that you picked up on the way they usually are lost, so it is only possible to rebuild the whole faction set if you know where you picked them up. You might have to check several saves to do that.

If you do the same with one of the races, you just click on remove. It would be nice If you have the same menu structure for factions that you have for the races.

 

After trying SSX in Skyrim SE I stumbled over a few additional issues, that seem to be related to missing features:

It is not possible to edit rules and save them again. 

The actor scan only shows the player, no matter how many other ppl or creatures are around. (This also means that you can not pick up factions, but that would be useless as long as it is not possible to edit and save rules)

And the missing(not working) Cell or alias scan forces me to use the cloak scan. The interesting thing is that all other features are working so far. This is more than I expected. 

I create the rules in oldrim, import them in SE and they work as they do in Oldrim, It seems to me like it works even faster in SE.

And I also have a lot of errors about the wrong SkyUI version, but I also get them from other mods that are not officially ported. As long as it is working ingame I can live with that. 

 

Posted

I appologise in advance if my question was asked before, i was unable to find a similar problem,or, well, solution to it. 

 Mod was performing flawlessly for me, yet at a certain point it simply stopped working. I had infrequent scans with rules tailored to occur rarely, so i wasnt able to pinpoint the exact moment. Pretty sure it happened after i added a rule for a specific actor that was added by "Familiar Faces" mod. Well, mistakes happen i thought, wiped my savegames and started a new.

 Trouble remained. Deleted the mod (NMM), reinstalled from scratch, new game. Same problem. After intializing the mod for the first time 4 rules appear (the ones i used to have in an old, deleted savegame). Deleting them doesnt do the trick, they reappear after i load the savegame. Regardless of scanning mode, it doesnt detect any other actors aside from player. Test rules for solo animations for player doesnt produce any result either. Turning on actor highlights shows that NPCS are simply ignored.

 I do realize that problem is most likely caused by interaction with FF mod, my question is - how can i completely clear out SSX? NMM doesnt do the trick, digging into skyrim folder produced no results for me. Id love to use this mod, control it offers is pretty much unparalleled. However, with 248 mods installed i dont feel like completely reinstalling Skyrim if i can help it. So, if anyone had encountered similar problems and could lend me a hand - id greatly appreciate it.  Location of SSX internal storage folder for a bruteforce reinstall would also help. Thanks in advance.

Posted
1 hour ago, nilead said:

I appologise in advance if my question was asked before, i was unable to find a similar problem,or, well, solution to it. 

 Mod was performing flawlessly for me, yet at a certain point it simply stopped working. I had infrequent scans with rules tailored to occur rarely, so i wasnt able to pinpoint the exact moment. Pretty sure it happened after i added a rule for a specific actor that was added by "Familiar Faces" mod. Well, mistakes happen i thought, wiped my savegames and started a new.

 Trouble remained. Deleted the mod (NMM), reinstalled from scratch, new game. Same problem. After intializing the mod for the first time 4 rules appear (the ones i used to have in an old, deleted savegame). Deleting them doesnt do the trick, they reappear after i load the savegame. Regardless of scanning mode, it doesnt detect any other actors aside from player. Test rules for solo animations for player doesnt produce any result either. Turning on actor highlights shows that NPCS are simply ignored.

 I do realize that problem is most likely caused by interaction with FF mod, my question is - how can i completely clear out SSX? NMM doesnt do the trick, digging into skyrim folder produced no results for me. Id love to use this mod, control it offers is pretty much unparalleled. However, with 248 mods installed i dont feel like completely reinstalling Skyrim if i can help it. So, if anyone had encountered similar problems and could lend me a hand - id greatly appreciate it.  Location of SSX internal storage folder for a bruteforce reinstall would also help. Thanks in advance.

Get your config file (scent of sex config.json) and post it as attachment.

Maybe I will be able to clean it.

Posted
1 hour ago, CPU said:

Get your config file (scent of sex config.json) and post it as attachment.

Maybe I will be able to clean it.

 Thanks for your quick reply. Attaching it to this post. 

Scent of Sex Config.json

 Actually, nevermind. Manually deleting said file and allowing SSX to generate a new one appears to have done it. Feels like fixing a TV with a crowbar, but if it works - it works) Thanks again.

Posted

You welcome. I will still give a look inside to check if there is something wrong. But at this point I will not do it right away.

Posted

The naked armor list in the nudity tab seems to be bugged for me, every  time i remove one of the armors it counts as naked it just gets put back on in list after i restart the mod or reload a save file. is there anyway to completely erase the settings for the naked armor list?

Posted
7 hours ago, Alexg18 said:

The naked armor list in the nudity tab seems to be bugged for me, every  time i remove one of the armors it counts as naked it just gets put back on in list after i restart the mod or reload a save file. is there anyway to completely erase the settings for the naked armor list?

You can try to edit the JSON file with a script editor.

Posted

Sorry about nooby question (maybe answered earlier, but...): what must i do to register animations? After install anim list is empty.

 

Yes, I have Sexlab. And SLA. And anims registered (and even re-registered with Scent, and reloaded JSON, and reapplied JSON, and rebuild list). It's only Scent is, who don't see them (and a Race Filter is grey). Aaand i even installed SLA patch for creatures. And didn't forget about 1.4h patch 1. And there was no prev version, fresh install 1.4.h. And rescan for all tags i did five times. 

 

Any hints? Need i have a Dragonborn installed (because i didnt, as dont like it and dont want to have it)? Or FNIS Creature Pack?

Posted
31 minutes ago, smolett said:

Sorry about nooby question (maybe answered earlier, but...): what must i do to register animations? After install anim list is empty.

 

Yes, I have Sexlab. And SLA. And anims registered (and even re-registered with Scent, and reloaded JSON, and reapplied JSON, and rebuild list). It's only Scent is, who don't see them (and a Race Filter is grey). Aaand i even installed SLA patch for creatures. And didn't forget about 1.4h patch 1. And there was no prev version, fresh install 1.4.h. And rescan for all tags i did five times. 

 

Any hints? Need i have a Dragonborn installed (because i didnt, as dont like it and dont want to have it)? Or FNIS Creature Pack?

DLCs are not required for the mod.

Be sure anims appear inside the SexLab list. Then the should be used.

Reikiri found a but on Tags (sexual preferences) he is building a patch. Right now be sure you use the "lazy" mode.

Posted

Errrm. I didnt get it. Sexlab see anims. ZaZ see anims. SLA see anims. Scent says "no anim" on animation tab. Count anims after creating a rule shows "no anims". What I supposed to do? Ignore and try or click some buttons? Wait another hour in-game? What I did wrong?

Posted

I'm having some difficultly getting the rules to work when one of the conditions is the source sees nudity. I've attempted setting up a very basic rule where the Rule Start on conditions are set to only 'Seeing nudity = Source Yes'.

Despite confirming my character is naked as far as SSX is concerned, all NPC's get 'Actor is bad because seeing naked' in the log. I've made sure my character is fully visible but I'm not having any luck. Oddly enough the only time I can get the condition to work is when the Source themselves are naked.

 

I've attached my test rule to this post, hopefully just doing something wrong on my end but thought it might be a bug.

Seeing Nudity Test.json

Posted

Another stupid question. Why sometimes actor recall his\her born leveledList items and get'em back? I mean, I use PAHE&HSH (I know, these two may cause some "fun" by themselves) but non-unique (bandit) slave got initial weapons back only on scene init by Scent. Not other way.

 

Aaand small request (pleeeease!) - is it possible to choose type of faction list between AND\OR? I don't mess with naked list and just use SLA_Naked faction for one of actors, but if I want this actor to have also faction Posing from PAHE or any else I meet srtictly OR at factions list and rule going slightly wrong.

 

Oh, and sequenced rules often runs without parent (I did RtFM thing and was at notif debug mode watching for things to work - parent was NOT started). Actors was cleaned through debug before it.

 

P.S.: And "Generic&Player" hide NPC interaction options, left only options about player dialogue. Maybe it works (like foreplay checkbox works even when hidden due to SexLab checkbox), but it looks weird for me. Right now I use one rule for npc and another for player, so it two rules instead of one and lesser chances for other rules to start at iteration.

Posted

hi,

 

could someone tell me how to edit the factions in SSX actor ediror

I have 3 slave bandit but I can't seem to select set her faction.

I tried to select a zbfslave fection but it does not stick and I tried bandits faction

and it did not stick either.

 

What I want to do is for others to gang up on them and use them for sex.

But of course I am not able to edit their faction using SSX.

 

how to edit/add the bandit or slave faction to my slaves.

 

 

Posted

Hello. I am Korean.
As I use a translator, the sentence is very strange. Please understand.
I would like to report a bug. It could be just me.
It does not apply to bed options.
I spent two days solving this problem, but I failed.
Neither PC nor NPC has any bed options available.
Whatever the options are, the actors take action right on the spot.
It gives me a lot of stress.
I desperately need your help. 
Please help!

Posted
3 hours ago, jjp7373 said:

Hello. I am Korean.
As I use a translator, the sentence is very strange. Please understand.
I would like to report a bug. It could be just me.
It does not apply to bed options.
I spent two days solving this problem, but I failed.
Neither PC nor NPC has any bed options available.
Whatever the options are, the actors take action right on the spot.
It gives me a lot of stress.
I desperately need your help. 
Please help!

Check Your SexLab options for bed using. If SexLab set to "never use beds" for NPC (and Player) - Scent will not override it, as I see for now. And there is strange behaviour on mix options with player, i.e. NOT force player to use beds, or scene may stuck (my case). Something mess with ask for using bed between SexLab and Scent. I prefer to "NEVER" use bed for player rules. There may be troubles, when you set "Mandatory" using bed (rule MUST have a beds to reach) then NPC triggers rule, run to other NPC and run out of range of "usability" of bed - scene stuck. Maybe I'm wrong somewhere, but it is how I understand my own experience.

 

(And English is not my first language, so maybe there is something weird in sentences, too. Despite of I'm don't use google to write it).

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...