Benmc20 Posted December 29, 2018 Posted December 29, 2018 On 12/28/2018 at 3:28 AM, tasairis said: Beta 4. And this one works pretty nicely.
Vyxenne Posted December 29, 2018 Posted December 29, 2018 4 hours ago, FauxFurry said: Sistren is in the Merriam-Webster's dictionary already, both online and in print form. See? They've already gotten the message!
nothinobvious Posted December 30, 2018 Posted December 30, 2018 I keep crashing now... I don't know what's up an image of the problem below enb2018_12_29_16_09_40.bmp
Thenryb Posted December 30, 2018 Posted December 30, 2018 8 hours ago, Vyxenne said: See? They've already gotten the message! I think the message was there to be received long before Merriam-Webster. In Middle-English sistern was the plural of sister as brethren was the plural of brother.
pburnt Posted December 30, 2018 Posted December 30, 2018 13 hours ago, FauxFurry said: Merriam-Webster's dictionary 8 hours ago, Vyxenne said: See? They've already gotten the message! Probably the Queen's English. I speak American.
tasairis Posted December 30, 2018 Posted December 30, 2018 5 hours ago, nothinobvious said: I keep crashing now... I don't know what's up an image of the problem below enb2018_12_29_16_09_40.bmp BMP? BMP? What is this, the 90s? I actually had to tell Windows what program to use to open it. "Outdated or missing PapyrusUtil SKSE plugin detected" means that your PapyrusUtil is the wrong version. Which is unusual because SexLab includes PapyrusUtil, so the only way I can think of that this happened is you have PapyrusUtil the mod installed separately but with the wrong version of it. Look at your skse64.log (Documents\My Games\SSE\SKSE\skse64.log) and look for any messages about plugins not being loaded. They need to be updated for whatever version of the game and SKSE you're using.
Pfiffy Posted December 30, 2018 Posted December 30, 2018 BTW: are there any new 'real' bug reports on SL???? To me it seems like we are still dealing with version issues and porting problems most of the time....
tasairis Posted December 30, 2018 Posted December 30, 2018 38 minutes ago, Pfiffy said: BTW: are there any new 'real' bug reports on SL???? To me it seems like we are still dealing with version issues and porting problems most of the time.... There have been maybe a couple over the last 20 pages. The biggest one I know of is that facial expressions don't reset after scenes complete.
Pfiffy Posted December 30, 2018 Posted December 30, 2018 3 hours ago, tasairis said: There have been maybe a couple over the last 20 pages. The biggest one I know of is that facial expressions don't reset after scenes complete. Which might be also an issue of mfg?
tasairis Posted December 30, 2018 Posted December 30, 2018 2 minutes ago, Pfiffy said: Which might be also an issue of mfg? Could be, yes. `mfg reset` does work so it's a question of where the reset is broken. Should be easy to test: have a spell to reset the player's expression, do an animation that leaves an expression on the player, then use the spell. Resetting the expression through Papyrus and MfgConsoleFunc, I'm not sure how. ResetPhonemeModifier doesn't cover it apparently. Given ; return expression value which is enabled. (enabled only one at a time.) int function GetExpressionValue(Actor act) global return GetPhonemeModifier(act, 2, 0) endfunction ; return expression ID which is enabled. int function GetExpressionID(Actor act) global return GetPhonemeModifier(act, 3, 0) endfunction I think the method would be to SetPhonemeModifier(act, 2 or 3?, 0, 0) but I don't know what the expression "value" or "ID" is.
Pfiffy Posted December 30, 2018 Posted December 30, 2018 2 hours ago, tasairis said: Could be, yes. `mfg reset` does work so it's a question of where the reset is broken. Should be easy to test: have a spell to reset the player's expression, do an animation that leaves an expression on the player, then use the spell. Resetting the expression through Papyrus and MfgConsoleFunc, I'm not sure how. ResetPhonemeModifier doesn't cover it apparently. Given ; return expression value which is enabled. (enabled only one at a time.) int function GetExpressionValue(Actor act) global return GetPhonemeModifier(act, 2, 0) endfunction ; return expression ID which is enabled. int function GetExpressionID(Actor act) global return GetPhonemeModifier(act, 3, 0) endfunction I think the method would be to SetPhonemeModifier(act, 2 or 3?, 0, 0) but I don't know what the expression "value" or "ID" is. Is this really all? Ok... (deleting all sarcastic comments, that come to my mind)
JudgeGrimm Posted December 30, 2018 Posted December 30, 2018 Are mods that require SL Light compatible with the beta?
tasairis Posted December 30, 2018 Posted December 30, 2018 59 minutes ago, JudgeGrimm said: Are mods that require SL Light compatible with the beta? Probably not. Use the regular non-SL Light version of the mod instead.
Sunnstor Posted December 30, 2018 Posted December 30, 2018 I'm currently only facing one problem with my Sexlab SE setup, which affects Player Aggressor Defeat animations only starting after hitting ESC and closing the menu again or opening and closing the console. Since I'm out of options with tracking the cause for this problem and don't want to chase phantoms (all other Sexlab animations - Eager NPCs, Solutions, Player as victim in Defeat work without problems) - I just wanted to confirm that the "Disable Starting Teleport" function does work with Sexlab Beta 5?
JudgeGrimm Posted December 31, 2018 Posted December 31, 2018 8 hours ago, tasairis said: Probably not. Use the regular non-SL Light version of the mod instead. Is there a list of compatible mods for the beta framework?
Bundybear33 Posted December 31, 2018 Posted December 31, 2018 2 hours ago, JudgeGrimm said: Is there a list of compatible mods for the beta framework? Try this
WaxenFigure Posted December 31, 2018 Posted December 31, 2018 On 12/30/2018 at 11:33 AM, JudgeGrimm said: Are mods that require SL Light compatible with the beta? No. SL Light lacks the communications functions that the full version of Sexlab uses to communicate with MODs so any mod for the SL Lite version uses a different and rather more complicated and simultaneously less versatile method which is one major reason why so few mods were ported for SL Lite. 14 hours ago, JudgeGrimm said: Is there a list of compatible mods for the beta framework? If it doesn't explicitly say it's for SL Lite then it's for the full version.
Ashal Posted January 1, 2019 Author Posted January 1, 2019 So... I obviously completely failed in my plans to get 1.63 done before the end of the year ? Honestly tried... but life is a complicated puzzle, dealing with personal issues. And blah blah blah blah. Bottom line is don't let me get to February without an update here. PM me to get this shit done as much as you'd like/can. Spam me with @ notifications either in this thread or in Discord about getting it done. Just don't let me forget that this update is long overdue... Thanks. Quote this post whenever it gets behind a page or two to keep it fresh... 6
JimKhan Posted January 1, 2019 Posted January 1, 2019 1 hour ago, Ashal said: So... I obviously completely failed in my plans to get 1.63 done before the end of the year ? Honestly tried... but life is a complicated puzzle, dealing with personal issues. And blah blah blah blah. Bottom line is don't let me get to February without an update here. PM me to get this shit done as much as you'd like/can. Spam me with @ notifications either in this thread or in Discord about getting it done. Just don't let me forget that this update is long overdue... Thanks. Quote this post whenever it gets behind a page or two to keep it fresh... Sorry mate, but when life happens you can't always keep a schedule, you don't have to apologize for that, it just happens. I wouldn't want to bother you with reminders because I'm a procrastinator (a bad one) so I know how weird it can be when people bother you with schedule. But sure, I'll try to remind you of this every now and then. Keep your head high.
Ashal Posted January 1, 2019 Author Posted January 1, 2019 5 minutes ago, JimKhan said: Sorry mate, but when life happens you can't always keep a schedule, you don't have to apologize for that, it just happens. I wouldn't want to bother you with reminders because I'm a procrastinator (a bad one) so I know how weird it can be when people bother you with schedule. But sure, I'll try to remind you of this every now and then. Keep your head high. Been over a year at this point... I'm overdue and have no honestly good excuse now for the lack of updates. I've fucked up and need to fix it.
Pfiffy Posted January 1, 2019 Posted January 1, 2019 18 minutes ago, Ashal said: Been over a year at this point... I'm overdue and have no honestly good excuse now for the lack of updates. I've fucked up and need to fix it. A lot of SSE mods (Including my ports) are much more in need of an update....
Ashal Posted January 1, 2019 Author Posted January 1, 2019 1 minute ago, Pfiffy said: A lot of SSE mods (Including my ports) are much more in need of an update.... They haven't been promising updates for over a year...
JimKhan Posted January 1, 2019 Posted January 1, 2019 36 minutes ago, Ashal said: Been over a year at this point... I'm overdue and have no honestly good excuse now for the lack of updates. I've fucked up and need to fix it. Right then, I'll be sure to help remind you from time to time. Everything's going to get fixed.
Pfiffy Posted January 1, 2019 Posted January 1, 2019 9 minutes ago, Ashal said: They haven't been promising updates for over a year... But there also have not been any serious problems....
tuxagent7 Posted January 1, 2019 Posted January 1, 2019 51 minutes ago, Ashal said: Been over a year at this point... I'm overdue and have no honestly good excuse now for the lack of updates. I've fucked up and need to fix it. 1.63 for classic skyrim also ? personally waiting for that as well Happy new year and dont be kicking yourself too hard.... just enough to make it happen 2
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