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JDough

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About JDough

  • Birthday 02/01/1975

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  1. thanks a lot for the tips. It got me to finish through to the Rebirth and I will install the latest version after a clean save. much appreciated Did the reset button work, or did you need to use the setstage ? The reset button did not seem to work but maybe I did not wait long enough. I reset, jumped to whiterun, waited some time, then jumped to another town and waited. nothing unfortunately. The altar prayer in the Sepulchre did not open the door either... maybe some more things were broken in my set up. I several prayers with no effect I used tcl to move through the door. all the rest went perfect. I'm guessing the door you mean is the one behind Nocturnal' s statue? If so worshipping is not meant to work so that worked as designed. You open that door by pulling 2 hidden chains. But with this info, makes me think others could be confused and assume the same. I should make the praying thing give a message "Nice try, but that's not going to help you", or something that's a nice idea. Especially for people with as short a memory as I apparently have... it actually instructed to pray at the DRAGON statue and, despite rushing off right away I kept in mind that I had to pray at nocturnals statue. Doh! Didn't even think of searching for the chains nor could I remember if I had pulled the chains the first time around. Somehow I was convinced it was the prayer that opened the passage...
  2. thanks a lot for the tips. It got me to finish through to the Rebirth and I will install the latest version after a clean save. much appreciated Did the reset button work, or did you need to use the setstage ? The reset button did not seem to work but maybe I did not wait long enough. I reset, jumped to whiterun, waited some time, then jumped to another town and waited. nothing unfortunately. The altar prayer in the Sepulchre did not open the door either... maybe some more things were broken in my set up. I several prayers with no effect I used tcl to move through the door. all the rest went perfect.
  3. Use Force Player Reset in the MCM. If you are able to do that on a save right at the point you had this problem, I think you will then meet up with Cassia. If that does not work, in console, type setstage VirginTraining 140. That will get you to having received and read the letter Cassia is meant to give you. The spoiler is the text of the letter: If those don't work, upgrade and use the skip. The Dog quest will remain done. The Dibella quest will not matter. It's true you will miss the rebirth, but you will be rebirthed again a bit later if you lose your virginity so you can still experience that scene. The cause if this I believe I have fixed (in the version I'm working on next releasing). It's a rare fringe case. thanks a lot for the tips. It got me to finish through to the Rebirth and I will install the latest version after a clean save. much appreciated
  4. Hi VirginMarie, I have a problem with Cassia never showing up (It is not the initial encounter but the meeting after the Dibella quest). This is currently with SLV 1.50 VirginEnableCassia = 3.0 I have tried all kinds of things: I set the Maiden Encounter chance to 100 (every hour) in MCM I jumped to several towns, waiting by standing around for 2 or more hours, waiting using 'T' for 1+ hours, several times in the same location, changing cells by entering a shop/house/inn and returning, sleeping for a few hours. I set the VirginEnableCassia to 1.0, exited the console and then set it back to 3.0 (assuming that this should represent the 2nd quest encounter. I used 'startquest MessengerCassiaEnable (or similar, I can't remember quite exactly), then jumping to the next town and waiting for 2hours.... I'm running out of ideas. My grief is the following: I am in the middle of the main quest. So the Dibella and Dog/Deadra quest are done, I met Nocturnal in her lair and received the first shout. If I was to purge SLV from my save game so that I can start with the latest version, starting the main quest again: - would it cause issues that I have already done the Deadra quest, getting him the objects and returning the dog to him...? Would this quest (considering it is an extension to the original Skyrim quest) be reset? If I use the 'Skip the main story' how much would I miss out, considering where I currently am in the story? Is there any way to force Cassia/messenger to show up? Couldn't find any command and a 'placeatme' creates a new instance of the npc, if I am not mistaken. This might break the quest, I fear... Any hint would be greatly appreciated. The moment I have followed the quest to the 'end', going through the rebirth I would be comfortable to upgrade and use the 'skip main story'...
  5. I'd love nothing more than to increase it more, or make it unlimited for that matter. Both come with various problems though. As the system is now, the more I increase the limit, the more it encourages larges amounts of animations, which is great! Except it's not great - I already find how slow SexLab can be to start an animation painful, and installing more and more animations compounds this problem significantly. Mods/SexLab were already slow to filter through 375 animations, increasing it to 500 now like I have is only making that slower. Though it is to the benefit of added variety, which is great. It continues to be a tradeoff, and the bigger I make the limit the less positive the tradeoff becomes in my opinion. The solution should be to remove the usage of sslBaseAnimation entirely, and just move animation storing to C++ handlers in an SKSE plugin. Searching for animations would be near instant then, and the limit would be become practically unlimited. And I've done just that! At least I have partially in test versions at least. I've setup and tested handlers for storing animations in the SexLabUtil.dll plugin, but everytime I go to implement them papyrus side, things fall apart when it comes to trying to support currently existing mods. Making current SexLab mods continue to work without forcing them to fix/update things, while also making such a HUGE change in how sexlab handles animation storage, is no simple task. [snip] ... Thanks for elaborating. And I get the scope of this endeavour and maybe not worth the trouble that will come in its wake. It is what it is and what it is, is already great. Having SexLab Framework in the first place is already more that anyone could have ever hoped for. I suppose I never realized part of the slowness of my current Skyrim configuration could be related to this, then again, I am bad (*understatement of the year*) at restraining myself with all these amazing mods available that I manage to kill papyrus through overload on a regular base anyway cheers
  6. Hi Ashal, the upgrade went fine for me. The overview of registered animations is great. I started out with 384 character animation and 199 creature animation. After updating to the latest animation collections I am interested in I now end up with: 408 character animation and 212 creature animation that said, considering the output of the numerous amazing animators, it won't be long before hitting the 500 mark, I fear... maybe a level like 700 or 750 would be better. But maybe there are technical limitations, I don't know. Just thoughts from someone who cannot bring myself to deselect individual animations... it's just great to stumble across new and never seen before animations. In any case, thanks for the current limit increase. So far, no issues found but I haven't tested everything yet. Idea (probably already discussed and dismissed): a third sex to represent futa. currently you get flagged as male and hence get restricted to animations with male involvement. I use by default skyrimll's Hormones mod. When receiving one of the sex change curses I typically end up as futa, not male. In addition, I allow SOS to randomly distribute, in low percentage, schlongs to females so they would be affected as well, obviously. It would be great if, with the third sex, all animations were available (no filter applied).
  7. Hi Ashal, do you have plans to increase the animation limit... again? I currently run into the same behaviour as when hitting the 160 (?) limit in the 1.59 version: Not all animation manage to register when using NSAP, merely all available SLAL animations, the SL built-in animations, ZAZ, Estrus... ZAZ fails to register 3 or 4 animations and Estrus completely. No error messages. If I remove any 10 animations from NSAP/SLAL ZAZ's/Estrus's animations register fine... Since 1.60 so many great animators have been productive and there are constantly new ones beeing released, it's hard to have to make a selection... Fore is currently working on increasing the FNIS limit as well as, when even more animations get added (let's say all of the above and 'Maria Eden' on top) you get some indexing error. Sorry if this has been asked before, I couldn't find it cheers
  8. I just checked, and it looks like most of the script instances that are running are the cleanup scripts. So like I said before, it should be fine to do that, the only downside could possibly be the player remaining a member of various factions after they're not supposed to be (for example, the player remaining a member of the Wolf faction even after leaving the cave in the Wolf Bitch start, meaning all wolves permanently might be nonhostile to the player). Glad it's working for you though. Finally got around to test agian. I loaded one save earlier than the one I had cleaned (still using CCAS v0.8c + v0.9 main script, same setup as before). Tried starting as bandit: no joy, loading into LAL cell Opened that 'unclean' save to verify I had not cleaned anything else apart from CCAS (to make sure I am not reporting a red herring): I had indeed deleted some remains of Jugs. So this time I removed only that and some unrelated orphaned entries (flagged with #) but did not touch CCAS at all: no joy I cleaned the CCAS script instances (as you say, only cleanup scripts + ccas_QA_ccas_handler.. ): works. Now I restored that non-CCAS-cleaned save, loaded and updated to CCAS v0.9: no joy Delete CCAS script instances and started as bandit: bingo! starts as expected though I was attacked by the bandits (though that could easily be due to Altenate Death mod, as per your FAQ). I know that the Giant's start scenario relies/uses on Slave Tats (though only as option): it started and the giant directly in the camp was non-violent. I left the camp downhill to the left, where the second giant stands with the mammuts and he was immediately aggressive. I ran away and after some time returning to the camp area and that giant, running around the fire, started to attack me as well. I checked the wolf's bitch scenario as well. Apart from the initial attack by one of the ice wolfes all were nice to me I checked the wolf faction (player.getfactionrank 3E691) in the den: 0 Leaving the den I checked the faction again again and now it has -2 Returning into the den the wolves attacked me immediately, so that seems to work as expected. After all I had only deleted the instances which, I would expect, get re-created with default values (if missing) on restart of the game (but I might be wrong). cheers
  9. Hey ContentConsumer, I may have found something, perhaps it can help others as well or potentially allow you to create a fix of sorts... or maybe it is just a classic: 'works on my machine' scenario... still wanted to share my findings, in case it helps someone else. I had the issue with none of the scenarios starting, like so many others. - First I moved ccas to various locations in the load order. moving it all the way up to the beginning of the list, as second ESP and it would allow to start scenarios. Though it created a bunch of other issues like no sex starting, some widgets to be hidden, etc. - Then I disabled JUGS, as suggested (just disabled the ESP). Still no joy. - I replaced the new core script with the one you provided here (page 13). -> it still did not change anything unfortunately. What I did to fix it: Now I opened my save game with 'Save Game Cleaner' v2.0.6, filtered for 'CCAS' scripts and deleted the whole set of script instances (not the listed scripts, only the instances). Saved the modified save game, loaded and started a random scenario (dog scenario): Success! Closed and restarted Skyrim, loaded back into the modified save (LAL cell) and chose another scenario (pregnant slave to Kin family): Success! I have then re-activated JUGs and tried to start the Giants pet scenario: fail, landed back in the LAL cell Disabled JUGs again, loaded back in and launched the Giants pet scenario again: Success! So JUGs definitely interferes with the start. But the cleaning of the CCAS instances made it all work - for me anyways. thanks for this great mod. It makes starting a new character so much more fun when having so many different scenarios available and it is a great extension for the (by now exhaustively used) ImmerSlave scenarios
  10. I have the same problem but it does not recover whether I use tfc or the built in sl free cam. I found it was caused when animations were called with bound tags from NSAP or if using defeat mod and starting an animation with a bound npc, I cannot find a solution so I just unchecked all bound animations for now and turned off most of defeat mod because I kept having to reload saves to get camera controls back. EDIT: referring to the issue not being able to draw any weapon after animations. I currently get that at the moment after every animation (even some automatic 'selftouching' while bound, plugs vibrating, etc.). I get back control by scrolling all the way down in MCM to ZAZ Framework > Player Control and click on Reset (right column). Here the only option set to 'No' is Fighting. After the reset all works well ... until the next animation. It's majorly annoying as my MCM list is really long and there is no fast jump to the bottom of the list (that I know of). Anyway, hope that helps. PS. I had the suspicion that this might have something to do with a profile addition I made for the Immersive First Person to get triggered when SL activates an animation. Haven't tested yet reverting the changes so this is pure speculation at this point...
  11. sorry, it sure seems like we do.... No error message, MCM is loaded and available: ALL IS WELL I just tried to report one 'fresh install' (first run) and an upgrade scenario (second run). Both WORK FINE. And re-loading that new save (both fresh install and upgrade) still works, no new error messages or other quirks. sorry for being unclear, thought I had it all covered....
  12. I followed that procedure twice. 1st run: 9. using directly 0.96c 10. -> all is well. 2nd run: 1. load save with SLSF 0.96b 2. reset stats with Debug button 3. save 5. replace/update SLSF 0.96b with 0.96c 6. load save of step 3. -> no error messge, MCM
  13. thanks for the explanation. to answer your question: yes, that's exactly what I did. it was originally a save that had never seen any version of SLSF. It initialized, loaded and MCM registered and was working. At that point the Slaverun Comments was not activated (I know this has no influence, just for completeness sake). I saved and continued to play. I stopped playing and on loading the last save (and for test loading other, older saves like the first save after activating SLSF) I got that message. So on moving forward, updating the version will always set the stats back to 0 ("[...]the command should fire automatically when updating[...]")? If there was a way to keep stats on upgrade, it would be nice, if possible... (unless of course there are relevant changes to the storage structure of the stats)... But that could of course come later...
  14. Yes, I got the message at Every load. The error message is cropped. There is a rather large space between "[...]otherwise there's a problem." and "Consistance check of Papyrus[...]". A smaller chararacter size could maybe help as the first sentence takes up 3 lines. Anyway, using the '[Debug] Reset All Papyrus Storages' fixes the error message. I saved, closed Skyrim and loaded the save again . The save now loads with no error. If that stays like that we'll see but obviously you found something... great news. the papyrus log had no reference to SLSF at all. I have a functionality question: Does the 'Player role type' option on the status page, does it change, based on the stats or is that something that should be set manually if I want to some special role play?
  15. actually I stand corrected. sorry for the confusion. the paprys container error appears when loading even without any change. Also adding the Slaverun comments (the 'official' one from the latest version from 7th of Jan. I could not find any other version (checked both forum entries, last few pages - no guarantee not being blind)). In the latest attempt I get that error but MCM is still active and SLSF is active (stats get activated, etc). have to re-activate paprys logs... Ok, wait, you'll need to be more clear, as said, I don't really speak english: You get THIS message? And you get it More than once? What's the problem with the Slaverun? P.S.: tnx to all for the feedbacks, I couldn't solve anything if I haven't feedbacks. yes, that is the error message. But it is the first time I see the full message the dialog ends for me on : "... revert to an earlier save or use the" So actually I never did the '[Debug] Reset All Papyrus Storages' I will try that on my next load. Slaverun is installed but I haven't started the actual quests so I can't say whether that has issues. I'll let you know if resetting the Papyrus Storages option fixes the error message.
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