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Slaverun Reloaded SE Beta


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Posted
On 8/27/2022 at 12:59 PM, Corsec said:

This all sounds great! Would love to see it.

 

I don't think Kenjoka has been seen here for years. But presumably you don't need permission to upload modified scripts, since you're not replacing the mod as a whole. People upload modified content quite often here.

 

Good point. I also found a post from pchs encouraging devs to keep building evolutions of Slaverun 1. Sounds like as much permission as we can get in the circumstance.

 

I will share a copy of the scripts soon. I worked to decouple them from the rest of my personal Slaverun modifications. They should function on their own. And likely work for Oldrim too since it is just script .pex files. However as I worked on readying them for release I once again got obsessed with increasing performance. I changed a lot of things and probably broke stuff. I will test and fix a little more before doing a beta release.

Posted
18 hours ago, Sir_Darcy said:

What file do I use as I can't seem to get mod to work. It doesn't show up in mcm and I can't select it in the simple slavery mod menu 

This mod only includes one file. The Download File button will take you straight to it and that's the one you need to install.

Often when the MCM menu does not show up it means you have not installed and activated all of the mods this one requires. Double check the requirements list. Install and activate. If you use MO2 check the archives list and see if it warns you about a missing master. After all that run FNIS and try again.

Posted

I finished adding the performance improvements to my upcoming Slaverun Enforcer Enhanced mod. Made it considerably faster. This allowed me to add one more feature I have long wanted to. NPCs in nearby cells may now be included in Enforcer sex calls/scenes. The outdoor areas of cities are broken up into many cells. Invisible boundaries you will never know you crossed. But Slaverun Reloaded might make you notice because it only worked on actors in your current cell. When you are near a boundary you might be scratching your head wondering why only actors on one side of you have scenes. But none on the actors on your other side ever do. Well no more of that.

 

I have not tested these new changes nearly enough to be sure I did not break something. However I have tested them enough to see that all the new changes seem to work fine. Since I do not have time for more testing right now I am going to share a beta. I will package and upload it here in a few minutes.

Posted (edited)

This mod now has its own download page and support thread. Please go there for the latest versions and support.

 

Old post from before we moved to a separate mod page:

 

New Features

  • Males might have sex with multiple females at once. Plays MFF - MFFFF animations.
  • Any slave can be gangbanged. MMF - MMMMF animations.
  • NPC searches find considerably more horny males and available females. Everywhere you go a SexLab animation can already be playing. Before I felt like the player was the principal slave in Slaverun. Now she is just another slave being trained. If you play as a Slaver or Free Woman it is even more immersive. Slaves behave like the player would have.
  • Hooded Slaver Guards at the entrance of towns will intercept all incoming female NPCs and demand a blowjob. In the original only the player was intercepted.
  • A sneaking player can avoid lustful men. But be careful. Females sneaking around is against Slaverun law. If detected the MCM punishment settings apply.
  • Dynamic logic for choosing which NPCs to enslave and which remains free.
  • Quality of life improvements to make Slaverun more compatible with other quests and story mods. Includes major performance improvements, bug fixes, and miscellaneous changes.
    • Also patches Slaverun compatibility with Devious Devices version 5 and newer, and Zaz Animation Pack version 8 and newer. If this is the only feature you want use this mod instead.

20+ miscellaneous features:

Spoiler
  • NPCs from neighboring cells can be included in Enforcer runs. Distance customizable in MCM. This dramatically increases the number of SexLab animations the enforcer can play. Also makes the Enforcer feel more reliable at doing its job.
  • Added MCM options.
    • Slider for decreasing how frequently the player is called versus other NPCs. You might find you want this as animations play constantly now.
    • Option for Basic Roleplay Notifications. This replaces commentary about how the player must be feeling with basic information about their recent experience. It accommodates more diverse roleplay options. Sometimes the commentary conflicted with your head canon.
    • Setting 'Males report when player violates Slaverun laws' changed behavior. Instead of reporting a male will help himself to your coin-purse and ass. The amount of gold taken varies between 500-6000. A random anal animation plays.
    • Separate stripping options for boots and gloves.
    • Sliders for how often some animation tags play for Free Women or Slaves. Free Women can give blowjobs 0 - 100% of the time. Slaves can be 0 - 100% Anal.
    • Option to Skip Beast Races in the Enforcer. Functions the same as the Skip Old People setting.
  • Now extremely rare that a conversation is interrupted by Slaverun. Major improvements when it comes to detecting who the player is currently talking to. Also prevents interruptions when player has the map open or a similar menu.
  • Increased compatibility with other story mods. Fewer interruptions of NPCs that are in scenes.
  • The Confidence ActorValue for male followers affects how often they will demand sex. Less confident followers will rarely ask the player or others for sex. Fully confident followers will bang you whenever they please. The result is that you might find some male followers more appealing companions than others.
  • Females are treated how they are dressed. When dressed as a wealthy women (ClothingRich keyword) ordinary men treat a female as free. Dressed as an adventurer (HeavyArmor keyword) men assume she is strong-willed and free.
    • Slavers are not as naive as the common man. If the player is actually a slave, but dressed as a free woman, they will see through this disguise and punish you.
    • If MCM is set to automatically strip NPCs only women who are poor or weak-willed will end up enslaved.
    • In the future the keywords will become customizable. For now the defaults work and will leave a few free women in most cities.
  • Sleeping males are ignored for SexLab animations. Better for thief playthroughs and the like.
  • Sitting actors are made available for SexLab animations. The location of this animation will take place in an open area of the room rather than clipping through a chair.
  • Increased variety when nearby actors are paired together. No more "Pike chooses Greta" every single time.
  • Improved scheduling of the next Enforcer run to happen more consistently at your MCM interval setting. Fixed a bug that caused more than one run to happen at a time and slow things down while fighting with each other.
  • Major performance improvements. Also some MCM sliders can improve performance even more if needed. The Enforcer is also much lighter on your script load when you are outside of a Slaverun city. Might help if you ever crashed during combat in the wilderness.
  • Fixed a bunch of bugs from the original. Particularly ones that prevented animations from starting or the Enforcer finding available actors. NPC animations play more frequently in this version.


Credits & Thanks

@pchs for the original Slaverun mod and permission to build follow-up mods. @WaxenFigure for the original Slaverun Enforcer scripts. @Kenjoka for the enormous effort that went into the Reloaded version of the mod.

 

You certainly have my permission to make modifications of my modifications. But be sure to give the afore mentioned folks credit. They did all the hard work.

 

Changelog

 

Spoiler

Version 0.5 Beta — 2022-10-?? Unreleased

 

  • New Features
    • Added a patch for Devious Devices v5+ and Zaz Animation Pack v8+. This functions similarly to the preexisting patch uploaded by Nymra. My patch has more detailed error messages. Nothing fancy.
  • Bug fixes
    • Original mod's force greet events from Slaver Agents could trigger while Player was in a SexLab animation or talking to someone else. Frequently this caused the Agent to get upset with the player for supposedly ignoring him. These approaches should no longer happen when the player is busy.
    • Fixed Slaver Agents being ignored by Enforcer.
    • Fixed player sneak detection to more consistently include player in Enforcer check when she is detected while sneaking.
  • Minor bug fixes
    • Prevent Town Guards being included in regular animations. They were never intended for those an animations only the intercepts at city gate.

    • Skip females in the NoEnforcer faction. It is rare a female is in this faction usually just males. Only checked males before.

    • Max NPC Distance MCM applies to horny males now too.

    • Player and followers now skipped automatically when certain SRR quests want them unavailable.

  • Misc
    • Please tell me if Slaver Agents or Town Gate Guards are not being included in SexLab animations. I am concerned that my test save is too different than the default one. They work for me.
    • Numerous general performance improvements.
      • Major improvement: Enforcer runs now check all actors in the current cell simultaneously. Before it waited on one actor to finish before starting the next. Now it is multithreaded.
      • Major improvement: Added flags to city actors after checking them for the first time. These noticeably speed up subsequent uses of an actor. The flags are deleted from your save anytime the City Actors cache is cleared.
    • NPCs in current cell will always be checked and stripped now that those checks happen concurrently. If checks indicate they should be removed from City Actors cache they will be.

    • City Actors cache no longer clears periodically. It now refreshes as needed during each Enforcer run. Result is more scenes and actor variety even in cities you have not visited in a while. You can still clear the cache manually by disabling the Enforcer or changing certain other MCM options.

 

Version 0.4 Beta — 2022-09-23

 

  • Repackaged version 0.3 changes so they actually work! Sorry to the 6 folks who downloaded a broken version.

 

Version 0.3 Beta — 2022-09-23


Important note: Added SRREnforcerEnhanced.esp file that should be activated in your mod load order after updating. It's an .esp flagged as an .esl. Primarily it fixes an issue with the MCM menu that required me to create an override.

 

  • New Features
    • Added MCM option to Skip Beast Races in Enforcer settings
    • (Still in testing) Sneaking can cause an undetected player to be ignored by the Enforcer.
      • If detected the MCM Tattletales option causes males and slavers to punish the player.
    • Enforcer will not interrupt player when viewing the Map, Inventory, and similar menus.
    • Added MCM option for "Basic Roleplay Notifications". This replaces commentary about how the player must be feeling with basic information about their recent experience. It accommodates more diverse roleplay options. Sometimes the commentary conflicts with your head canon.
  • Bug fixes
    • When a gangbang MMF+ animation played no other actors would start an animation until the gangbang completed. Fixed.
    • Fixed race condition that prevented weapon confiscation in v0.2 beta.
    • Prevent player from being gangbanged prior to certification quest.
    • If your MCM settings did not apply a slave outfit to NPCs then they soon would reequip their cloths. Stripped clothing is now removed and put in confiscated good chest instead of unequipped.
    • Slaver Agent would sometimes punish a nearby player in spite of her obeying the law. Thanks to @asd432fffs for reporting!
  • Minor bug fixes
    • Sometimes group sex notification used MFF wording for MMF animation.
    • Female guards ignored when unequipping weapons from all females.
    • When a group sex attempt does not have enough available actors a regular 2 actor animation plays. This rare animation would not honor some MCM settings. Fixed.
    • All females were counted as free in the MCM total# of females called for sex counter. Slaves are counted separately again.
  • Misc
    • Removed the "Enable bugs" option from MCM. Originally it was called "Skip SexLab Intensive Checks" because those checks were often redundant. But after optimizing when those checks are used they could no longer be described as intensive. "Enable bugs" was the best way I could describe this feature. So I removed it. Only a crazy person ticks the "Enable bugs" checkbox.
    • Altered minimum interval between Enforcer checks to be 5 seconds. Lower values were self-defeating and caused everything to run slower. Anything lower than 15 is usually too fast.
    • Improved performance by not calling GetLeveledActorBase() as often.
    • Cleaned up code and debug messages to get ready for version 1.
    • Rearranged the Enforcer MCM settings to make them easier to understand.
    • Sped up performance when checking if current location is enslaved. Especially helpful when outside of a Slaverun city. Less likely to cause script lag during combat.
    • Made Slavers and Slaver Town Guards part of actor cache. This improves performance and causes their unique behavior happen more often.
    • Removed the SlaverunConfig.json from the mod. Put the custom logic inside the LocationCheck function.
    • (Still in testing) Only clear the valid actors cache when changing a setting that would invalidate it. Previously it cleared every time you view the MCM menu.
    • (Still in testing) Improved logic when finding an open area for SexLab animations that involve NPCs who are sitting.
    • (Still in testing) Slaver Agents punishing player will now use MCM settings instead of a guaranteed 700 gold bounty.
    • (Still in testing) Rewrote female stripping logic to honor users MCM Apply Outfit settings
    • (Still in testing) Made City Actors cache clear on its own configurable MCM interval. Before it cleared when there was a force greet event.
    • (Still in testing) Improved scheduling of Enforcer runs. Happens closer to the MCM interval now. If it runs longer than your setting it will schedule another run ASAP. It will also do a run ASAP after a player enters a new area.


Version 0.2 Beta — 2022-09-12

  • New Features
    • Added MCM sliders to control how often animations with certain tags will be selected. Free females can be set to give blowjobs up to 100% of the time. Slaves can do anal up 100% of the time. Etc.
    • Added slave weapon confiscation. Toggle in MCM.
  • Bug fixes
    • Fixed always being forced to crawl when crawl integration was active.
    • Enforcer will no longer get upset with a free player wearing clothing.
  • Minor bug fixes
    • Town Guard could travel inside of an open city to intercept women. When MCM settings included neighboring cells in female search. Now Town guards have a max distance (2048) that they will search for females to intercept.
    • Made City Actors cache clear on forcegreet interval regardless of whether forcegreet is enabled.
    • Females added to the city cache would reequip their weapons when cell unloads. Now each enforcer run will quickly unequip weapons for cached females.
    • Stopped Papyrus logs from warning about out of bounds array object.
    • Stopped using MCM max distance in a function that should not check it.
  • Misc
    • Debug messaging tweaked. Still more tweaks needed before v1 but want to test with this first.
    • Increased variety of actor pairings and sped them up.
    • Optimized performance of stripping when only some strip slots are selected in MCM.
    • Made max NPC actors more configurable. Minimum of 8 maximum of 64. Increments of 4 now supported.

 

Future Plans

Features I would like to build if I find time.

Spoiler
  1. Add optional .esp download that changes slave outfits from Devious Devices to the Zaz collars and cuffs shown in my screenshots.
  2. Mod uses a cache of all actors in the city to speed up performance of enforcer checks and to find actors in nearby cells. This cache clears every few hours. Instead of clearing the cache I would like to revalidate all actors within. This will subtly increase performance and the number of actors involved in scenes. It will also make an outfit reset script easier to build.
  3. Make clothing keywords customizable. These keywords determine if an actor is free or is a slave based on the clothes they are wearing.
    • At present I plan to add a new .json config file. Will contain two lists. 1) Clothing for slaves. 2) Clothing for free women. Clothing on either list will not be stripped by the Enforcer. Free women clothing will tell the Enforcer if they should be ignored for slaves only animations.
    • This will allow better integration with third party mods that add sexy clothing to NPCs. And give greater control over what type of woman are automatically enslaved.
    • Stretch goal: Add optional spells and an optional update script to reset the clothing and slave status of NPCs. By default if you change an NPCs outfit the change is permanently remembered until the NPC dies. If you adjust your MCM settings after an NPC is enslaved they will remain enslaved. Ideally we would have something to reset those permanent changes.
  4. If possible I would like for the Slave NPCs added by Slaverun to inherit the faces of random unique NPCs. NPCs that are beautified by mods like Pandorable's NPCs or Botox for Skyrim. This would make the Slaverun NPCs more attractive looking if you have installed beautifier mods. For my personal mod these NPCs are already attractive. But I can not redistribute the relevant files. If instead they inherited looks from other override mods then things can be redistributed.
  5. Show recent performance statistics in MCM and recommend settings based on them.
  6. When a horny male choose a slave she sprints toward him after hearing her name called. Optional feature. It makes sense that slaves will run towards men rather than men having to walk to them.
  7. Replace the debug notifications such as "Brenuin told Ysolda to give him a Blowjob" with immersive dialogue lines. These subtitles will show up if you are within earshot. Unfortunately this looks complicated to implement. I would love for something simple like Actor.say("Ysolda, my cock is hard and your mouth is unproductive. Come here.") but it seems like this requires numerous topics and to spawn a new quest each time or use an assortment of global variables. Unless I find a simple way to build this it is unlikely to happen.
  8. I have a bunch of other personalized customizations to Slaverun. Dialogue interactions with townguards and Slaver forcegreets are randomized. Sometimes they demand money, then frequently accuse you of cheaping out. They demand that you report in like you would to Bellamy, but often forget to submit your report. Other times they equip random devices on you. Eventually I might release these customizations. But at present these dialogues are highly opinionated and have limited testing. They are focused on a player who everyone knows is the Dragonborn, but they all call her Gangbangborn because she earned that reputation.

 

Gangbangs.jpg

Intercepted.jpg

 

SRR Enforcer Enhanced v0_1.7z

SRR Enforcer Enhanced v0_2.7z

 

SRR Enforcer Enhanced v0_4.7z

Edited by kaxat
Added link to new mod page.
Posted

I am a male free citizen and have female free companions. In an enslaved city, all the women are naked except for my female companions.

 

Is there an MCM setting that causes my female companions to automatically undress in an enslaved city and put their clothes back on outside?

Posted
48 minutes ago, prometheusx said:

@kaxat Could you fix the bug, that Slaverun Actors leaving during scenes, moving to the dungeon?  

I forgot how annoying that was. Been ages since I played those missions. My solution was to craft a bat file that moved them back to the player. And I would spam it in the console. Of course a real fix would be better. But I am done modding for a while. Just want to wrap up what I did here. I have no interest in replaying the story to fix a bug.

 

A better fix than my bat file might be to use SexLab Tools. Use its scene creator feature on the actors that keep trying to leave. Add them to the queue but dont actually start a scene. Adding them should cause them to follow you rather than return home. You can erase the scene once you want them to stop following. That might work.

Posted

I remember being able to play this once on SE but now i put it back all the requirement beside the DD because I have the DD AIO for SE (last version) and now it doesn't work. I remember last time i played this with Sexlab Survival it was pretty fun, but now it just doesnt work. Nothing happen when getting in whiterun even after level 2 and more. The only thing saw was the game complaning about DD intergration but like i said in the SE its AIO so I do have it.

Posted
4 hours ago, alexsl said:

Nothing happen when getting in whiterun even after level 2 and more.

 

Has Slaverun activated? - It can initiate either by doing the first mission (you should get a letter from the courier) to go and investigate .. Or if you just want to test I'd suggest going into the slaverun MCM, go to the problems tab and on the righthand side you can click on enslave all towns and be free/enslaved. 

 

I think Sexlab Survival has an option to disable Slaverun from running until you hit a certain level, but you should be able to also start it running from within that MCM as well. You set the days until start down to zero.

 

Posted
On 9/6/2022 at 6:48 AM, kaxat said:

I forgot how annoying that was. Been ages since I played those missions. My solution was to craft a bat file that moved them back to the player. And I would spam it in the console. Of course a real fix would be better. But I am done modding for a while. Just want to wrap up what I did here. I have no interest in replaying the story to fix a bug.

 

A better fix than my bat file might be to use SexLab Tools. Use its scene creator feature on the actors that keep trying to leave. Add them to the queue but dont actually start a scene. Adding them should cause them to follow you rather than return home. You can erase the scene once you want them to stop following. That might work.

 

Huge thanks for sharing your fix.

 

Considering the large scope of the SRR mod and it's age, it actually runs surprisingly well on SE.

 

Only 2 major annoyances for me:

 

1) Actors leaving scene before it is completed

I did some investigation and problem is caused by NPC's AI package suddenly changing.

 

E.g. Illdi stays during the first few Bard College play scenes but as soon as the first whipping scene is completed, she leaves. I guess whipping is considered a form of combat, which maybe could force AI package to change.

 

My workaround is to use a follower mod (NFF) to force NPC's to become followers. When scene is completed, you can release them as followers. Tedious and not very immersive solution. Hopefully some code wizard can find a better solution in the future.

 

2) Dialogues constantly being interrupted by NPC's searching for rape victims.

Hopefully your fix will solve that problem :)

 

Posted
3 hours ago, Shadowbroker3495 said:

2) Dialogues constantly being interrupted by NPC's searching for rape victims.

Hopefully your fix will solve that problem :)

That should be as fixed as possible. After many hours of playing with this fix I can not remember the last time I was interrupted. In theory it can still fail if the stars align just wrong. But I have never seen that happen. It is due to a quirk of the game engine that can not be fixed.

 

Many quirks like dialogue interruptions were symptoms of the vanilla enforcer loop taking too long. It did some rudimentary checks and often would disqualify the actor you were conversing with. But at times those checks would be 30+ seconds old. Often 4+ seconds. My mod does a more accurate and faster check immediately before the SexLab scene. Should not be more than a second old. The shorter this time frame the less likely it interrupts. Also it interrupts earlier in the conversation. Less than a second is barely enough time for the dialogue window to open before instantly closing.

Posted (edited)

Thanks for uploading the files. I will be sure to test it next time I start a new game. Might you upload it on a seperate modpage eventually so that others might more easily find it?

 

I also wanted to ask if will be safe to add/remove the scripts from ongoing saves? Would we need to deactivate anything (like the Enforcer) before doing so? I there a chance that future updates and fixes might not be save game compatible? I'm asking so I know if it should be used only on a test save or if it's safe to use on a save that I don't want to break.

Edited by Corsec
Posted

@Corsec If you follow my install steps it should be safe. I have a 400+hr rock stable save. I have repeatedly upgraded this script without issue during it. I assume most people will be installing this midway through their game. It has some cool features but not worth starting a new save just for them IMO. I intend to support upgrading ongoing saves as best I can. Including uninstall and going back to vanilla if you choose.

The above is still in beta testing. I have found a couple minor bugs and added some small features. Once I have that fixed I will do a version 1 release on a separate download page. Thanks for the feedback.

Posted (edited)
13 hours ago, mazz89 said:

@kaxatOne suggestion if you could classify player based on babo keywrds that would be awesome

Thank you for feedback. Can you elaborate? I googled Babo Keywords and found a Babo Dialogue mod hosted on another site. Is this what you mean? Do you hope that this mod will deem a person free or slave based on keywords in Babo mod? Do you know if they are clothing keywords or factions?


In my future plans for this mod I might add the ability to customize which clothing keywords indicate a female remains free. Currently it is HeavyArmor and ClothingRich. But I could offer an MCM to specify custom keywords instead. If someone is wearing ArmorMaterialIron they could be enslaved while ArmorMaterialEbony will not. That sort of customization. This would include third party mods that have their own keywords. But it is only checking clothing keywords. Not NPC factions. Are you hoping that a faction from a third party mod will be checked? If player or NPC is in faction they are considered enslaved?

Edited by kaxat
Posted (edited)

@kaxat These keywords comes from modified SL aroused mod. These are clothing keywords.

 

Many mods use it (spank that ass , SL survival, for example)

 

Edited by mazz89
Posted

@mazz89 Got it. I assume you want NPCs to be treated as slaves when wearing certain keywords. The clothing will not be stripped in that case.

What I planned was the opposite. That you could customize which clothing keywords meant an NPC was free. Free NPCs are not stripped either.

 

It is a good idea. Goes well with the other planned feature I had. Perhaps instead of an MCM I should make it a .json. Then people can redistribute a keyword list for mods like SLAX.

 

I will add it to list of features I might build when I have more modding time. Another feature I would like to add is having slaves run towards the person that calls them over. Similar to SexLab's Disable Starting Teleport feature. Only instead of the man slowly walking to the woman the woman runs to the man while he walks toward her. But this feature worries me with all the ways it could misbehave. At least your feature would be simple.

Posted (edited)

@kaxat

I found everything well after applying the srr enhancer to my modlist except the crawl option,whether i tick it or not,my PC is forced to crawl.Anyone have the same question?

Edited by Yepgill
Posted

@Yepgill I think I found a bug that would cause this. I appreciate you reporting it. I will upload a fix shortly.

At some point I noticed a 5 lines of commented out code surrounding the crawl mod. I assumed I had commented them out because I do not use that mod. So I uncommented them. But a quick look at the code shows they were commented out in the original too. And indeed looks like it would cause a bug. Fix incoming shortly.

Posted (edited)

@Yepgill New version is ready. I think this will fix. Please tell me if it does. Its attached to my original post.

 

Version 0.2 Beta Changelog

  • New Features
    • Added MCM sliders to control how often animations with certain tags will be selected. Free females can be set to give blowjobs up to 100% of the time. Slaves can do anal up 100% of the time. Etc.
    • Added slave weapon confiscation. Toggle in MCM.
  • Bugs
    • Fixed always being forced to crawl when crawl integration was active.
    • Enforcer will no longer get upset with a free player wearing clothing.
  • Minor Bugs
    • Town Guard could travel inside of an open city to intercept women. When MCM settings included neighboring cells in female search. Now Town guards have a max distance (2048) that they will search for females to intercept.
    • Made city actor cache clear on forcegreet interval regardless of whether forcegreet is enabled.
    • Females added to the city cache would reequip their weapons when cell unloads. Now each enforcer run will quickly unequip weapons for cached females.
    • Stopped Papyrus logs from warning about out of bounds array object.
    • Stopped using MCM max distance in a function that should not check it.
  • Misc changes
    • Debug messaging tweaked. Still more tweaks needed before v1 but want to test with this first.
    • Increased variety of actor pairings and sped them up.
    • Optimized performance of stripping when only some strip slots are selected in MCM.
    • Made max NPC actors more configurable. Minimum of 8 maximum of 64. Increments of 4 now supported.

 

Edited by kaxat
Posted
20 minutes ago, kaxat said:

@Yepgill New version is ready. I think this will fix. Please tell me if it does. Its attached to my original post.

 

Version 0.2 Beta Changelog

  • New Features
    • Added MCM sliders to control how often animations with certain tags will be selected. Free females can be set to give blowjobs up to 100% of the time. Slaves can do anal up 100% of the time. Etc.
    • Added slave weapon confiscation. Toggle in MCM.
  • Bugs
    • Fixed always being forced to crawl when crawl integration was active.
    • Enforcer will no longer get upset with a free player wearing clothing.
  • Minor Bugs
    • Town Guard could travel inside of an open city to intercept women. When MCM settings included neighboring cells in female search. Now Town guards have a max distance (2048) that they will search for females to intercept.
    • Made city actor cache clear on forcegreet interval regardless of whether forcegreet is enabled.
    • Females added to the city cache would reequip their weapons when cell unloads. Now each enforcer run will quickly unequip weapons for cached females.
    • Stopped Papyrus logs from warning about out of bounds array object.
    • Stopped using MCM max distance in a function that should not check it.
  • Misc changes
    • Debug messaging tweaked. Still more tweaks needed before v1 but want to test with this first.
    • Increased variety of actor pairings and sped them up.
    • Optimized performance of stripping when only some strip slots are selected in MCM.
    • Made max NPC actors more configurable. Minimum of 8 maximum of 64. Increments of 4 now supported.

 

tbh i recommend you move to your own topic/download so everything doesn't get lost later

Posted
5 minutes ago, sidfu1 said:

tbh i recommend you move to your own topic/download so everything doesn't get lost later

I plan to very soon. I hope my staying here for a few days has not been an annoyance.

I wanted to get the mod better tested before everyone saw it. If I downloaded a mod from the mods page that accidentally forced me to crawl everywhere I would think: this mod might be of lower quality. If I download the same mod from a forum thread where the mod author is imploring people to help beta test I would think differently. So I wanted to test some here first and hopefully find any major bugs I missed.

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