morpheousz Posted July 26, 2017 Posted July 26, 2017 So, first great mod, i had been looking for something like this for a long time and i really appreciate all the work you have done. But here is my question, i been trying to change something in the mod for personal use, basically change it so that instead of stamina or magicka it drains a bit of health (using a lot of sexlab combat mods) but i cant for the life of me find what is the exact value to change, and i would really appreciate it if you could tell me which one it is. Keep up the good work replace DamageActorValue mag/sta with health Already tried that, i even tried replacing all the stam/mag values with health and didnt worked. also the ssl animation control patch for werewolves doesnt seem to work in my game. Judging from your screenshot you replaced every instance of stam/mag with Health which is not quite correct. The ' If var =="Health" ' line (line 233 in screenshot) and ' ElseIf var =="Health" ' line (line 252 in screenshot) are checking what setting is set in the MCM menu for SLSO, so "var" will always equal either "Magikca" or "Stamina" but never "Health", since health is not one of the options in the MCM menu. You'd have to either add a 3rd option to the MCM menu for health (complicated), or change those 2 lines back to what they were before (easier). The rest of the changes to health should be fine. Though I suspect that since you are changing it to drain health, you'll end up killing yourself/npc as the "Game" will deplete the health just as it does with mag/stam. Not quite sure what your end goal is so you might need to do further changes.
ithinkicould.idontknow Posted July 26, 2017 Posted July 26, 2017 thing is that i have a lot of mods that make the game super hard and such and i want to add an extra layer of difficulty with sexlab defeat that if i dont guard my back i might get grappled and killed by another method. thats mainly the reason i want that change since i am aware it might be lethal. Thanks for the help
Recoilsuave Posted July 27, 2017 Posted July 27, 2017 I don't know what changed, but in the last few releases I've found that NPCs are never orgasming when they have sex with my character. I even forced a sex scene to run for an hour and both NPCs had only reached orange status in their enjoyment bars. At that rate it'd take 2 to 3 hours just for an NPC to orgasm when having sex with my character. I made sure to turn off anything that could decrease enjoyment in the MCM options, as well as making sure they were both at 100 arousal. By the way, ALL NPCs in my game show 38.71% enjoyment and it never changes. I've tried multiple times in different save games as well as starting many different new games and they all behave in the same exact manner. Don't even get me started on when a Defeat scene started up. Needless to say it was worse than just dying and reloading since you can't load a game during a sexlab scene.
morpheousz Posted July 27, 2017 Posted July 27, 2017 I don't know what changed, but in the last few releases I've found that NPCs are never orgasming when they have sex with my character. I even forced a sex scene to run for an hour and both NPCs had only reached orange status in their enjoyment bars. At that rate it'd take 2 to 3 hours just for an NPC to orgasm when having sex with my character. I made sure to turn off anything that could decrease enjoyment in the MCM options, as well as making sure they were both at 100 arousal. By the way, ALL NPCs in my game show 38.71% enjoyment and it never changes. I've tried multiple times in different save games as well as starting many different new games and they all behave in the same exact manner. Don't even get me started on when a Defeat scene started up. Needless to say it was worse than just dying and reloading since you can't load a game during a sexlab scene. From what I have experienced the 38.71% enjoyment is very much affected by the character's lewdness level (Sexual Perversion in sexlab diary) and the number of other characters not involved in the sex scene who are watching. So for instance, if you have a character with a very low lewdness level, they will have a much higher enjoyment when there are no other characters outside of the sex scene who can see them. The reverse is true for a character with a very high lewdness, if no one is watching, they will have a low enjoyment. Mine tend to be 38.71%, sometimes 33%, when no one is watching, but they are both at a very high lewdness. If one or more people are watching them, their enjoyment goes up to like 45-50%. They would probably need like 20 or so people watching to get back up to 100% enjoyment. Give the sexlab stats manipulator mod a try, it adds a mcm menu that lets you edit pc/npc sex stats. You can change the lewdness (Sexual Perversion) up or down and see how it affects the enjoyment, both with and without observers. Also note that observers dont have to be npcs, they can be creatures/animals that are somewhere near by. I've noticed the enjoyment fluctuate occasionally when out in the wild when a fox or rabbit runs by. It does feel like enjoyment does have some sort of ceiling as far as how high the lewdness can effect it, as i've never seen it fall below 33% except for after a male orgasms, which it usually drops to about 12%. As for arousal, it seems to affect how quickly a character gets to an orgasm, outside of how the lewdness / enjoyment % is also affecting the same. It does not seem to have any effect on what the enjoyment % is at.
Ed86 Posted July 27, 2017 Author Posted July 27, 2017 Is there any chance this mod doesn't require patches for other mods after the next SL release? I have no idea if you have any plans about that, if you talked to Ashal and if he has any plans, if it's easy or even possible... i just thought it might be a nice idea. not even a 0.000001% even if my mod will be integrated into Sl, which is unlikely, those mods will still need patches, coz they are either abondoned or authors didnt bother adding native slso support
Ed86 Posted July 27, 2017 Author Posted July 27, 2017 So, first great mod, i had been looking for something like this for a long time and i really appreciate all the work you have done. But here is my question, i been trying to change something in the mod for personal use, basically change it so that instead of stamina or magicka it drains a bit of health (using a lot of sexlab combat mods) but i cant for the life of me find what is the exact value to change, and i would really appreciate it if you could tell me which one it is. Keep up the good work replace DamageActorValue mag/sta with health Already tried that, i even tried replacing all the stam/mag values with health and didnt worked. also the ssl animation control patch for werewolves doesnt seem to work in my game. you should only touch GetActorValue DamageActorValue
Guest Posted July 28, 2017 Posted July 28, 2017 I noticed this mod doesn't work with Apropos. So I followed the instructions and made a patch which so far seems to work, I'm now getting W&T damage again (probably applied now for each orgasm). Please be aware that this is the first time I ever touched a papyrus script, so use at your own risk. Thank you, i upload those files here just because is a mess to search for that... idk maybe some one find this usefull, the patchs are working. 1 apropos goes to the apropos folder in MO 2 bf slso goes to the being female folder in MO 3 sexlab util goes to sexlab framework folder in MO 4 nexus mod manager sucks Apropos_SLSO.7z BF-SLSO sex hurts.7z SLSO SexLabUtil1.7.7z
db098 Posted July 28, 2017 Posted July 28, 2017 once i start leveling up the animations always get really short no mater what settings i use
Guest Posted July 29, 2017 Posted July 29, 2017 once i start leveling up the animations always get really short no mater what settings i use just disable the x marked places in the rar are some pics bb.rar
YuliaS11 Posted July 29, 2017 Posted July 29, 2017 once i start leveling up the animations always get really short no mater what settings i use just disable the x marked places in the rar are some pics After the second stage each only last for about 2 seconds.
Guest Posted July 30, 2017 Posted July 30, 2017 once i start leveling up the animations always get really short no mater what settings i use just disable the x marked places in the rar are some pics After the second stage each only last for about 2 seconds. are you using MO or NM?
YuliaS11 Posted July 30, 2017 Posted July 30, 2017 once i start leveling up the animations always get really short no mater what settings i use just disable the x marked places in the rar are some pics After the second stage each only last for about 2 seconds. are you using MO or NM? MO. NM is pretty messed up for me.
Guest Posted July 31, 2017 Posted July 31, 2017 once i start leveling up the animations always get really short no mater what settings i use just disable the x marked places in the rar are some pics After the second stage each only last for about 2 seconds. are you using MO or NM? MO. NM is pretty messed up for me. rebuild sexlab XD maybe it fixes it
Vuulgar Posted August 3, 2017 Posted August 3, 2017 I searched for standing in the topics and scanned it but didnt notice any comments about my issue. New save on a new install on a new pc with SL, Aroused, Defeat, Kidnapped and SLSO. The scenes began as they should but a variable distance into the sex one or both participants would stand and even if changing animations with O key they would stand until that sequence ended and another began. Since I saw no others talking about this I, as usual, assume its on my end but I was hoping for some advice on how to fix it. Thanks!
Whacked Posted August 3, 2017 Posted August 3, 2017 I searched for standing in the topics and scanned it but didnt notice any comments about my issue. New save on a new install on a new pc with SL, Aroused, Defeat, Kidnapped and SLSO. The scenes began as they should but a variable distance into the sex one or both participants would stand and even if changing animations with O key they would stand until that sequence ended and another began. Since I saw no others talking about this I, as usual, assume its on my end but I was hoping for some advice on how to fix it. Thanks! I have the same issue, the Brackets Key next to P resets alignment and gets the couple back into synch.
Vuulgar Posted August 3, 2017 Posted August 3, 2017 I searched for standing in the topics and scanned it but didnt notice any comments about my issue. New save on a new install on a new pc with SL, Aroused, Defeat, Kidnapped and SLSO. The scenes began as they should but a variable distance into the sex one or both participants would stand and even if changing animations with O key they would stand until that sequence ended and another began. Since I saw no others talking about this I, as usual, assume its on my end but I was hoping for some advice on how to fix it. Thanks! I have the same issue, the Brackets Key next to P resets alignment and gets the couple back into synch. cool, thank you.
MisterWhite06 Posted August 6, 2017 Posted August 6, 2017 So is there any reason SLSO "breaks" my sex interactions? I Have SLSO and The Util patch up, and as soon as I start a scene the widget flashes for .20seconds and then my characters juste stand there. I tried tweaking the MCM options, the best I got is the characters standing 1 foot from eachother...Am I missing something? As soon as I remove the mod the scenes work again.. (normal and rape)
Ed86 Posted August 6, 2017 Author Posted August 6, 2017 So is there any reason SLSO "breaks" my sex interactions? I Have SLSO and The Util patch up, and as soon as I start a scene the widget flashes for .20seconds and then my characters juste stand there. I tried tweaking the MCM options, the best I got is the characters standing 1 foot from eachother...Am I missing something? As soon as I remove the mod the scenes work again.. (normal and rape) No, mine starts OK, problem on your side
boo Posted August 6, 2017 Posted August 6, 2017 Seeing the latest update, it seems like there should be a separate toggle for that option (player keeps control when not victim?). I also fixed an issue with widgets erroneously dissapearing mid scene if another non-player sexlab animation terminated. Right now both the player alas script and the widget scripts catch the event. The problem is that the widgets don't need to (the alias script should handle it) and the way they are doing it is incorrect as they don't check against the thread ID of the controller which sent the event and ends up reassigning the controller to the thread that just ended. This then produces a invalid index exception when it tries to grab actor refs for this controller during update. Patch attached.
Vuulgar Posted August 6, 2017 Posted August 6, 2017 I searched for standing in the topics and scanned it but didnt notice any comments about my issue. New save on a new install on a new pc with SL, Aroused, Defeat, Kidnapped and SLSO. The scenes began as they should but a variable distance into the sex one or both participants would stand and even if changing animations with O key they would stand until that sequence ended and another began. Since I saw no others talking about this I, as usual, assume its on my end but I was hoping for some advice on how to fix it. Thanks! I have the same issue, the Brackets Key next to P resets alignment and gets the couple back into synch. cool, thank you. This does eventually work although it usually takes more than one try, is this a common thing or is the stand up just a few?
Bragh Posted August 7, 2017 Posted August 7, 2017 What are the SLSO_F_VP files for? Are they old updates or something? *edit* I'm a dope. They're female voice packs if anyone else is curious.
Whacked Posted August 7, 2017 Posted August 7, 2017 I searched for standing in the topics and scanned it but didnt notice any comments about my issue. New save on a new install on a new pc with SL, Aroused, Defeat, Kidnapped and SLSO. The scenes began as they should but a variable distance into the sex one or both participants would stand and even if changing animations with O key they would stand until that sequence ended and another began. Since I saw no others talking about this I, as usual, assume its on my end but I was hoping for some advice on how to fix it. Thanks! I have the same issue, the Brackets Key next to P resets alignment and gets the couple back into synch. cool, thank you. This does eventually work although it usually takes more than one try, is this a common thing or is the stand up just a few? Seems to happen for me pretty often when changing animations. Realigning them doesn't always work the first time either, try try again and ye shall succeed.
Ed86 Posted August 7, 2017 Author Posted August 7, 2017 Seeing the latest update, it seems like there should be a separate toggle for that option (player keeps control when not victim?). I also fixed an issue with widgets erroneously dissapearing mid scene if another non-player sexlab animation terminated. Right now both the player alas script and the widget scripts catch the event. The problem is that the widgets don't need to (the alias script should handle it) and the way they are doing it is incorrect as they don't check against the thread ID of the controller which sent the event and ends up reassigning the controller to the thread that just ended. This then produces a invalid index exception when it tries to grab actor refs for this controller during update. Patch attached. what? why? when you rape someone you can stop raping at any moment and where is the patch? idk what you've fixed but if you are talking about ;---------------------------------------------------------------------------- ;SL Events ;---------------------------------------------------------------------------- ;scene end, disable widget Event OnSexLabEnd(string EventName, string argString, Float argNum, form sender) if controller == SexLab.GetController(argString as int) StopWidget() endif EndEvent in windgetXupdate script, i have bad news for you, those events arent used SLSO_PlayerAliasScript ;---------------------------------------------------------------------------- ;SexLab hooks ;---------------------------------------------------------------------------- Event OnSexLabStart(string EventName, string argString, Float argNum, form sender) sslThreadController controller = (self.GetOwningQuest() as SLSO_MCM).SexLab.GetController(argString as int) if controller.HasPlayer int i = 0 while i < controller.ActorAlias.Length if controller.ActorAlias[i].GetActorRef() != none ;Debug.Notification("thread: "+argString as int + " ActorAlias["+i+"] pushing: " + controller.ActorAlias[i].GetActorRef() + " to " + self.GetOwningQuest().GetAlias(i+1)) if controller.ActorAlias[i].GetActorRef() == Game.GetPlayer() (controller.ActorAlias(Game.GetPlayer()) as sslActorAlias).SetOrgasmCount(Player_orgasms_count) ;(controller.ActorAlias(Game.GetPlayer()) as sslActorAlias).BonusEnjoyment(Game.GetPlayer(), Player_bonusenjoyment) endif (self.GetOwningQuest().GetAlias(i+1) as ReferenceAlias).ForceRefTo(controller.ActorAlias[i].GetActorRef()) (self.GetOwningQuest().GetAlias(i+1+5) as ReferenceAlias).ForceRefTo(controller.ActorAlias[i].GetActorRef()) (self.GetOwningQuest().GetAlias(i+1)).RegisterForModEvent("SLSO_Start_widget", "Start_widget") (self.GetOwningQuest().GetAlias(i+1)).RegisterForModEvent("SLSO_Stop_widget", "Stop_widget") ---------------> ;(self.GetOwningQuest().GetAlias(i+1)).RegisterForModEvent("AnimationEnd", "OnSexLabEnd") int handle = ModEvent.Create("SLSO_start_widget") if (handle) ModEvent.PushInt(handle, i+1) ModEvent.PushInt(handle, argString as int) ModEvent.Send(handle) endif ;FormListAdd(none, SLSO_Actors, controller.ActorAlias[i].GetActorRef(), false) ;IntListAdd(none, SLSO_Orgasms, 0, false) ;IntListAdd(none, SLSO_Time, 0, false) endif i += 1 endwhile endif EndEvent
boo Posted August 7, 2017 Posted August 7, 2017 Seeing the latest update, it seems like there should be a separate toggle for that option (player keeps control when not victim?). I also fixed an issue with widgets erroneously dissapearing mid scene if another non-player sexlab animation terminated. Right now both the player alas script and the widget scripts catch the event. The problem is that the widgets don't need to (the alias script should handle it) and the way they are doing it is incorrect as they don't check against the thread ID of the controller which sent the event and ends up reassigning the controller to the thread that just ended. This then produces a invalid index exception when it tries to grab actor refs for this controller during update. Patch attached. what? why? when you rape someone you can stop raping at any moment and where is the patch? idk what you've fixed but if you are talking about ;---------------------------------------------------------------------------- ;SL Events ;---------------------------------------------------------------------------- ;scene end, disable widget Event OnSexLabEnd(string EventName, string argString, Float argNum, form sender) if controller == SexLab.GetController(argString as int) StopWidget() endif EndEvent in windgetXupdate script, i have bad news for you, those events arent used SLSO_PlayerAliasScript ;---------------------------------------------------------------------------- ;SexLab hooks ;---------------------------------------------------------------------------- Event OnSexLabStart(string EventName, string argString, Float argNum, form sender) sslThreadController controller = (self.GetOwningQuest() as SLSO_MCM).SexLab.GetController(argString as int) if controller.HasPlayer int i = 0 while i < controller.ActorAlias.Length if controller.ActorAlias[i].GetActorRef() != none ;Debug.Notification("thread: "+argString as int + " ActorAlias["+i+"] pushing: " + controller.ActorAlias[i].GetActorRef() + " to " + self.GetOwningQuest().GetAlias(i+1)) if controller.ActorAlias[i].GetActorRef() == Game.GetPlayer() (controller.ActorAlias(Game.GetPlayer()) as sslActorAlias).SetOrgasmCount(Player_orgasms_count) ;(controller.ActorAlias(Game.GetPlayer()) as sslActorAlias).BonusEnjoyment(Game.GetPlayer(), Player_bonusenjoyment) endif (self.GetOwningQuest().GetAlias(i+1) as ReferenceAlias).ForceRefTo(controller.ActorAlias[i].GetActorRef()) (self.GetOwningQuest().GetAlias(i+1+5) as ReferenceAlias).ForceRefTo(controller.ActorAlias[i].GetActorRef()) (self.GetOwningQuest().GetAlias(i+1)).RegisterForModEvent("SLSO_Start_widget", "Start_widget") (self.GetOwningQuest().GetAlias(i+1)).RegisterForModEvent("SLSO_Stop_widget", "Stop_widget") ---------------> ;(self.GetOwningQuest().GetAlias(i+1)).RegisterForModEvent("AnimationEnd", "OnSexLabEnd") int handle = ModEvent.Create("SLSO_start_widget") if (handle) ModEvent.PushInt(handle, i+1) ModEvent.PushInt(handle, argString as int) ModEvent.Send(handle) endif ;FormListAdd(none, SLSO_Actors, controller.ActorAlias[i].GetActorRef(), false) ;IntListAdd(none, SLSO_Orgasms, 0, false) ;IntListAdd(none, SLSO_Time, 0, false) endif i += 1 endwhile endif EndEvent They are used. Both handlers are still triggered, but since the first does (did?) reassignment of the controller, it will assign the wrong controller in some situations. I did a pretty thorough debug on this. Though the code you posted seems to have removed the assignment (undocumented change for .28? I've been running .27), so you might have already fixed it. Either way, the event handling in the widget script is unnecessary as you point out. Patch actually attached this time: And to answer your other question, hitting end of scene prematurely is very easy to do unless you are very familiar with stage counts. Ending a scene can be done with the "End" key already, so it seems preferable to default to keep the animation looping. SexLab Separate Orgasm - Boo Patch.7z
Ed86 Posted August 7, 2017 Author Posted August 7, 2017 They are used. Both handlers are still triggered, but since the first does (did?) reassignment of the controller, it will assign the wrong controller in some situations. I did a pretty thorough debug on this. Though the code you posted seems to have removed the assignment (undocumented change for .28? I've been running .27), so you might have already fixed it. Either way, the event handling in the widget script is unnecessary as you point out. Patch actually attached this time: And to answer your other question, hitting end of scene prematurely is very easy to do unless you are very familiar with stage counts. Ending a scene can be done with the "End" key already, so it seems preferable to default to keep the animation looping. that code was disabled in 1.2.3 ill remove it in next version hm.... i guess that can be done
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