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WaxenFigure

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  1. As the long forgotten author of the first decently functional sex mod for Skyrim (which inspired the Sex Framework that then inspired the creation of the Sexlab Framework) my mod ALSO included a "Defeat" function. I avoided "killing blows" when I wanted to defeat enemies or the player and when present followers got defeated by using the OnHit event to check the number of hit points the hit was going to give the PC or NPC and would give enough hit points to the PC or NPC so the they would enter bleedout instead of dying. I've never seen that used to prevent dying in any other mod BUT it worked very well and would handle additional blows from additional fighting to keep the NPC in bleedout but not dying until the fight was over and the victorious got to claim their prizes. That combination allowed me a playthrough where my player ended up being screwed by every bad guy (no, creatures though as that was before we got any creature animations) to where my player got to screw every bad guy (or gal) he or she wanted to. Well that mechanism plus a calming spell that made the defeated or victorious enemies friendly for 24 hours (or a location change) while undefeated or non-victorious enemies would remain hostile. I'm posting this here because it seems like a similar mechanism added to Defeat would fix many of the problems I see people are still having and because it would allow a completion of the game without killing anyone that a quest didn't demand you kill. And my old mod allowed you to not have sex with any defeated enemy or kill them anyway if you wanted which also happens to already be in Defeat.
  2. This sounds exactly like the problem of "Is the source for scripts supposed to be "Data\Source\Scripts" or "Data\Scripts\Source". For Skyrim LE it was the latter but some asshole at Bethesda arbitrarily decided that it should be the former and nobody else at Bethesda evidently had the sense (or the power) to tell that asshole to fix that fuck up. So Skyrim SE comes out with a different Source folder so all modders now either conform to the new model or move everything back to where it was. Of course every modder makes their OWN decision as to how to handle that fuck up so you have mods with conflicting source locations and then have to move the source files for each mod that uses the "other" way to match how you've decided to go. Your situation is probably that you have mods you are trying to compile that have their source files in the "other location". Find those mods and conform them to how YOU have it set up and then those sources will be found. Yeah, a bit salty there but this is a problem that shouldn't have been created but evidently nobody at Bethesda cared enough to actually prevent it.
  3. Suggestion for the next version of Sexlab: A slight update to SexlabUtil.psc to enhance the ability of Sexlab to find an actor's name since for various reasons it doesn't get to all the possible names an actor could have. ... ; ------------------------------------------------------- ; ; --- Common Utilities --- ; ; ------------------------------------------------------- ; string function ActorName(Actor ActorRef) global ; Extended name check to get the best name for an actor string ActorName_Temp = none ActorName_Temp = ActorRef.GetDisplayName() if ActorName_Temp == "" || ActorName_Temp == none AName = ActorRef.Getname() if ActorName_Temp == "" || ActorName_Temp == none ActorName_Temp = ActorRef.GetLeveledActorBase().GetName() if ActorName_Temp == "" || ActorName_Temp == none ActorName_Temp = ActorRef.GetActorBase().GetName() if ActorName_Temp == "" || ActorName_Temp == none ActorName_Temp = "<unknown>" endif endif endif endif return ActorName_Temp endFunction ...
  4. Wow,you asked this back in July and never got an answer. Do you know WHY? Its' because you neglected to provide any information about what MOD you were using that allowed the "rape" option. AND know what mod you used that added that option you should have posted on the support thread for that mod. Those two things probably made all the difference in the world for why you never got any replies until now, somehow while I rarely visit much any more I still have a compulsion to help people understand what went wrong so they can get back to having fun instead of being frustrated.
  5. Did you adopt a child? This might be their pet.
  6. I don't know if you've noticed this or not but it seems like when a slave is chosen for sex it will often be the slave closest to the player. The original version tried to pick the slave closest to the male involved but for this version I don't think a deliberate bias for closeness is being applied, but an unintended incidental one may be in effect simply because the arrays that get built are based on searches that originate at the player. I decided this may be the case when I found that whenever I talked to a slave that slave would often be chosen for sex by someone, even in are area with a number of slaves to pick from. If you find this so, then it might be easy to mitigate by randomly starting in the array and looping around to the starting point rather than always starting at the first entry in the array.
  7. Get the Manipulator mod, if you get into a location that you'd like for the Enforcer to enforce but it isn't enforcing then use the Manipulator mod to find the name of the location which you can then add to the list of enforceable locations. By default the enforcer doesn't enforce anywhere near enough locations and even then it would be ideal if every fort cleared of bandits became enforced after being cleared but that would take a lot more checking and might slow down some code that's already excessively long and called too frequently. I can also be used to add locations that are enforced and you think should be on the exceptions list. I believe I may have also done a personal patch of the cells that cover the outside courtyard all the way to the fast travel wagon at Whiterun to include them in the enforced zone. I know I added the Western Watchtower to my list of enforced locations. It's possible to traverse the Parent chain of locations however to see if a parent location is "enforced" and the current location isn't wilderness or a dungeon so it could automatically be enforced if the Hold the hold a location belongs to is enforced. That's the code I would have put in to replace the abomination that's there right now if I had worked on this more before it got merged into Slaverun. That way new locations added to the hold could be included in the enforced locations as long as the new location is set up properly bot of course lots things won't be set up properly because the regular gameplay would never notice.
  8. It's explained just a few messages before the one you posted. So you've now waited nearly two weeks for an answer you could have had in two minutes. That's why it's just a really good idea the read the last page or two of posts before you make one yourself, because you can find an answer quickly instead of waiting for much longer than you should have had to.
  9. Don't remember where I first saw this simple change to Sexlab but it's so useful I end up adding it every time: In the sslSystemConfig.psc source: function SetTargetActor() if CrosshairRef && CrosshairRef != none TargetRef = CrosshairRef SelectedSpell.Cast(TargetRef, TargetRef) ; Give them stats if they need it Stats.SeedActor(TargetRef) int SexWithPlayer = Stats.PlayerSexCount(TargetRef) String LogTargetActor = "SexLab Target Selected: "+TargetRef.GetLeveledActorBase().GetName() If SexWithPlayer > 0 LogTargetActor += " you have had sex with them " + SexWithPlayer + " times" endif Debug.Notification(LogTargetActor) ; Attempt to grab control of their animation? sslThreadController TargetThread = ThreadSlots.GetActorController(TargetRef) if TargetThread && !TargetThread.HasPlayer && (TargetThread.GetState() == "Animating" || TargetThread.GetState() == "Advancing") sslThreadController PlayerThread = ThreadSlots.GetActorController(PlayerRef) if (!PlayerThread || !(PlayerThread.GetState() == "Animating" || PlayerThread.GetState() == "Advancing")) && TakeThreadControl.Show() if PlayerThread != none ThreadSlots.StopThread(PlayerThread) endIf GetThreadControl(TargetThread) endIf endIf endif endFunction It's just really nice to be able to tell how many times you've been with a partner. This is from your latest Utility Plus version.
  10. This looks interesting but why not Export the Head from the sculpt menu as well as the JSON file for the head. Give them matching names so you can match them to each other and then you can copy the mesh NIF file and DDS Texture file to the appropriate locations so the game HAS a NIF and DDS for the head and doesn't have to build it on the fly and thus sap the FPS. And no, despite a lot of people saying otherwise the game doesn't use the file path or even the file name in the NIF to find the DDS texture for the face, the game knows where that file is supposed to be and knows what it's name is supposed to be so it doesn't use that field in the nif file at all.
  11. We need a replacement for SLAL that allows for the full range of variables that Sexlab keeps for each animation, Ashal had one but SLAL beat him to the punch so it never got used. Beyond that though, the animations should be kept in a database of some sort where a new game can be started without having to register all the animations you like over again because the database has all the animations you have installed already noted so people don't have to go in an register all the animations they want every time they start a new game. Ideally the new SLAL could be built into Sexlab itself but the SLAL should also have MCM tools to allow an animator to declare new animations and build them in the MOD, test them, alter them and finally when ready release them in the new format. Also allow users to create mix and match animations based on existing animations. That way an existing animation where two or more NPCs are gathered around screwing one NPC and they all spend the whole animation in the same position, someone could make a new version where they take turns in each position. Also some positions could be marked as [Optional] so you could have a FMMM animation that's also a FMM animation because the third guy is just masturbating to one side the whole time anyway. A mix and match animation should be released as requiring the animation "packs" from the animation used so they themselves would not come with any animations, only references to animations by others. Whatever makes sense to you of course because it really looks like you may be taking Sexlab to a whole new level already.
  12. Using Schlongs of Skyrim (aka SOS)? If not, that's why. If you ARE using SOS make sure you are not also using a non-SOS body replacer or a non-SOS replacement body from a body replacer which does support SOS. That SHOULD be enough to get you going but if you still have trouble post again but try to provide enough detail that you don't have to do a long Q&A cycle before you get it to work wasting time you could be using to play.
  13. One of the things that take the most time in waiting for a sex act to start is that Sexlab is expecting a "Bound" (tied up or in bondage furniture) NPC to move to an unbound NPC. When Sexlab is picking which actor is the "center" of the sex act and who has to move the "bound" actor should be both the center and the one that does not have to move. If there is more than one bound actor in the sex act just forget walking entirely and jump to the "teleport" system because that was never going to be realistic anyway. And yes, I've seen this many, many times and am wondering why I never reported it in the past and of course why no one else reported it either. Or am I just not seeing something else that makes it have to be this way?
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