shiftbitlogic Posted September 29, 2021 Posted September 29, 2021 On 9/27/2021 at 8:24 PM, DeepBlueFrog said: The way it is supposed to work is to simulate having to earn your Magicka level. Normal people have no or little Magicka. If you are gifted, you can set a starting amount. However, when you get hit or are near death, the amount of Magicka you have at your disposal shoots up. Very close to death gives you a boost that could even be overpowered. This is to simulate instinctive reactions for survival (think, Mutant stories like the X-Men). As you practice Magic through spells, enchantments and alchemy, your base Magicka will increase. That includes the number of potions you drink, ingredients you taste, books you read... not a single time but overall. About potions, you will notice a blur effect when you drink too much. That a blinding headache from potions being toxic. The more you drink and practice spells, the more tolerance you build and the longer you can go before getting headaches. The main quest about going under the apprenticeship of Farengar is a way to give you gradual powers through practice and learning. Part of the story is to get you to tap into the effect of crystals (Skyshards here) to focus your powers. The story is not yet finished but it will take you from simple apprentice to the depths of the Midden in Winterhold's College. I use that system all the time now and I call it balanced most of the time It is a blast to find out in the heat of battle that you can suddenly cast a dual blast of flames powerful enough to knock a Mammouth if timed right. @DeepBlueFrog Thank you for the explanation, it sounds even more like everything I would want in a "gradual mage progression system". Unfortunately, I am still concerned about the idea that I use SSE, and when watching the stats for Magicka, I can read a book, and watch that number go from 0 to -1, then lower with each subsequent book. My concern is that the conversion between LE and SSE may have had unintended consequences in this area, as it feels harder to cast magic after reading more.... I will play longer and see if I can test this theory by doing nothing but reading. Finally, would it be possible to toggle that "burst of magic" after damage? It is a cool idea, but it would be nice to have the system be more steadily reliable, rather than waiting until near death to get access to it. (This also makes it easier on those with Defeat mods that are constantly checking player health at 10-20% etc.)
colourtemp3000 Posted September 29, 2021 Posted September 29, 2021 On 7/5/2021 at 2:43 AM, effrenatus said: Hello! I am constantly getting ingame messages like this: [SD] getDeviousKeywordByString: Unknown generic keyword: SprigganRoot I think it is because I am using Sexlab Parasites (Kyne's Blessing) I just updated several mods including DD 5.1, but I still get the message. Can you please point me into the right direction to what is missing or wrong? Thank you very much! Same issue, without infection, from start of the new game or loading save. Issue was started after one or few updates of the mod. Any new idea's?)
Tex Posted September 29, 2021 Posted September 29, 2021 On 8/7/2021 at 4:03 PM, w234aew said: The menu options are all grouped together, which kind of makes it confusing if you don't delve into the script that does the scaling to figure out what goes where. I'll leave an explanation here. The "Bodymorphs" selector is a "specifier" for both SLIF and NiO. If it's not selected, then whatever scaling technique hormones is using, will be used for node scaling. If Bodymorphs are selected, and SLIF isn't installed, the mod will directly apply morphs through NetImmerseOverride (it should really be titled "NiO Bodymorphs"). It SHOULD be set up such that, if SLIF is installed and bodymorphs are selected, the mod applies the same bodymorphs via SLIF as a compatibility layer. I'm without PC for a few days, so I can't make edits/changes rn. Looking at it with more experience now than when I originally helped write it, I think the SLIF path might be cut off due to some missing conditional checks. I'll try to fix it when I'm back with PC. Remind me that if I ever run into you, to kiss you like there is no tomorrow, this fixed it and got it working for me at long last!
Jack005 Posted September 30, 2021 Posted September 30, 2021 11 hours ago, zarantha said: Do you have a netscriptframework crash log? Yes, Unhandled native exception occurred at 0x7FF6FA82CA0A (SkyrimSE.exe+73CA0A) on thread 1688! FrameworkName: NetScriptFramework FrameworkVersion: 10 FrameworkArchitecture: x64 GameLibrary: SkyrimSE GameLibraryVersion: 14 ApplicationName: SkyrimSE.exe ApplicationVersion: 1.5.97.0 VersionInfo: Successfully loaded Time: 29 Sep 2021 05:30:11.431 Possible relevant objects (5) { [ 118] TESNPC(Name: `Pilgrim`, FormId: FF001AD8) [ 118] Character(FormId: 4800D951, File: `Populated Lands Roads Paths Legendary.esp`, BaseForm: TESNPC(Name: `Pilgrim`, FormId: FF001AD8)) [ 254] TESPackage(FormId: 4800D94C, File: `Populated Lands Roads Paths Legendary.esp`) [ 328] TESNPC(Name: `Dovahkini`, FormId: 00000007, File: `AI Overhaul.esp <- Skyrim.esm`) [ 328] PlayerCharacter(FormId: 00000014, BaseForm: TESNPC(Name: `Dovahkini`, FormId: 00000007, File: `AI Overhaul.esp <- Skyrim.esm`)) }
zarantha Posted September 30, 2021 Posted September 30, 2021 58 minutes ago, Jack005 said: Yes, Unhandled native exception occurred at 0x7FF6FA82CA0A (SkyrimSE.exe+73CA0A) on thread 1688! FrameworkName: NetScriptFramework FrameworkVersion: 10 FrameworkArchitecture: x64 GameLibrary: SkyrimSE GameLibraryVersion: 14 ApplicationName: SkyrimSE.exe ApplicationVersion: 1.5.97.0 VersionInfo: Successfully loaded Time: 29 Sep 2021 05:30:11.431 Possible relevant objects (5) { [ 118] TESNPC(Name: `Pilgrim`, FormId: FF001AD8) [ 118] Character(FormId: 4800D951, File: `Populated Lands Roads Paths Legendary.esp`, BaseForm: TESNPC(Name: `Pilgrim`, FormId: FF001AD8)) [ 254] TESPackage(FormId: 4800D94C, File: `Populated Lands Roads Paths Legendary.esp`) [ 328] TESNPC(Name: `Dovahkini`, FormId: 00000007, File: `AI Overhaul.esp <- Skyrim.esm`) [ 328] PlayerCharacter(FormId: 00000014, BaseForm: TESNPC(Name: `Dovahkini`, FormId: 00000007, File: `AI Overhaul.esp <- Skyrim.esm`)) } There's probably more relevent info in the rest of the stacks further down in the log. It might even be different info. Next time, you should just be able to attach the full log. But from just this, i'd say it's the pilgrim NPC from populated and not something in sisterhood. Not sure why AI overhaul is editing your character, but probably not the issue. Try regenerating the facegen for that NPC, or just do it for both all npcs from populated and sisterhood just to cover your bases.
Jack005 Posted September 30, 2021 Posted September 30, 2021 29 minutes ago, zarantha said: There's probably more relevent info in the rest of the stacks further down in the log. It might even be different info. Next time, you should just be able to attach the full log. But from just this, i'd say it's the pilgrim NPC from populated and not something in sisterhood. Not sure why AI overhaul is editing your character, but probably not the issue. Try regenerating the facegen for that NPC, or just do it for both all npcs from populated and sisterhood just to cover your bases. Oh Im sorry I usually just use posible relevant objects to find a culprit, pretty wierd because the CTD only happens with the sister of dibella I alredy disable and try and nop, not CTDs, but I really want to play the mod, if you find something please tell me Crash_2021_9_29_5-30-11.txt
zarantha Posted September 30, 2021 Posted September 30, 2021 5 minutes ago, Jack005 said: Oh Im sorry I usually just use posible relevant objects to find a culprit, pretty wierd because the CTD only happens with the sister of dibella I alredy disable and try and nop, not CTDs, but I really want to play the mod, if you find something please tell me Crash_2021_9_29_5-30-11.txt 51.72 kB · 0 downloads Yeah, it really doesn't like pilgrim, but it's only giving the formid for the npc in populated. I don't see any references to anything from sisterhood. It might be a conflict. I downloaded that populated mod to check it, and the formids referenced aren't even the actual NPC. it's a npc package and placing the NPC in the world. if you disable populated and leave sisterhood enabled, do you still crash? Facegen for sisterhood has been a problem for some people. Try regenerating the sisterhood facegens and see if that stops it. If you've never done it, it's a simple process in the ck: https://www.creationkit.com/index.php?title=Dark_Face_Bug Also, I'm curious - are you flying or have wings? first time i've seen this: Actor::IsOnFlyingMount
Jack005 Posted September 30, 2021 Posted September 30, 2021 (edited) 1 hour ago, zarantha said: Yeah, it really doesn't like pilgrim, but it's only giving the formid for the npc in populated. I don't see any references to anything from sisterhood. It might be a conflict. I downloaded that populated mod to check it, and the formids referenced aren't even the actual NPC. it's a npc package and placing the NPC in the world. if you disable populated and leave sisterhood enabled, do you still crash? Facegen for sisterhood has been a problem for some people. Try regenerating the sisterhood facegens and see if that stops it. If you've never done it, it's a simple process in the ck: https://www.creationkit.com/index.php?title=Dark_Face_Bug Also, I'm curious - are you flying or have wings? first time i've seen this: Actor::IsOnFlyingMount Mmm I see, the pilgrim guy from baka populated, I'm going to try to disable him from babo menu and if that dont work, bye bye populated for now, but first the facegen regenerating thing because I have a sister with the brown face, with or without sisterhood, ummm thats pretty weird I don't have neither of those O.o Nop, I've disable all poupulated (poulated cities, land roads, pupulated baka, and rs childrem populated cities), but it always crashes looking at the dibella statues, maybe something with the statues? and the sister with black face is from babo Dialogue is called Silvya Crash_2021_9_30_1-13-27.txt Crash_2021_9_30_0-52-53.txt Edited September 30, 2021 by Jack005 update
YojimboRatchet Posted September 30, 2021 Posted September 30, 2021 (edited) Not the first time I see Babo as well as AI in a crash log. I ended up removing AI as it caused way too many errors, odd behaviours, and weird inconsistencies. The AI would be perfect on a vanilla "mostly" load, I would assume. But when using it against a heavily modded game with many other types of AI / Dialogue mods, it just creates havoc. Edited September 30, 2021 by YojimboRatchet
axone_zero Posted September 30, 2021 Posted September 30, 2021 (edited) 22 hours ago, zarantha said: Odd, there shouldn't be an issue with armbinders. You mention what sounds like two different devices - is it armbinders or wrist shackles? Do you have the exact in game name? Iron Cuffs [Zad]: adding tag Armbinder for Iron Cuffs When I set the sexlab in the stripping settings on the advice never to delete, then they stopped being deleted. And now, at first, there is an attempt to play the usual animation - and only then, when apparently it is not possible to remove the handcuffs, the associated animation begins. Doesn't seem to be very correct? And yes, if they are punished with rods, then they also remove the handcuffs to attach them to the furniture. And for some reason, with handcuffs, only the built-in animation is played (SS_DD_armbcowg1) - I have an animation from billy, but it does not play. Edited September 30, 2021 by axone_zero
zarantha Posted September 30, 2021 Posted September 30, 2021 1 hour ago, axone_zero said: Iron Cuffs [Zad]: adding tag Armbinder for Iron Cuffs When I set the sexlab in the stripping settings on the advice never to delete, then they stopped being deleted. And now, at first, there is an attempt to play the usual animation - and only then, when apparently it is not possible to remove the handcuffs, the associated animation begins. Doesn't seem to be very correct? And yes, if they are punished with rods, then they also remove the handcuffs to attach them to the furniture. And for some reason, with handcuffs, only the built-in animation is played (SS_DD_armbcowg1) - I have an animation from billy, but it does not play. DD will only play bound animations in it's own list, not something that's only in sexlab or SLAL. Some of billyy's animations are included, but the newer ones aren't, because DD doesn't have permission to include them, or the right files. The DD animation filter is not something that can be edited by users. Ok, I found them, and I think I see the issue. @DeepBlueFrog In DD, both the inventory item and the rendered/scriptinstance have the sexlabnostrip keyword. I think adding it to the inventory items here should fix it from being removed during sexlab scenes? Especially since adding them to the sexlab no strip list in the mcm works.
axone_zero Posted September 30, 2021 Posted September 30, 2021 3 hours ago, zarantha said: Especially since adding them to the sexlab no strip list in the mcm works. I would say relatively works - in fact, instead of sexlab animation, dd animation is simply started.
DeepBlueFrog Posted September 30, 2021 Author Posted September 30, 2021 4 hours ago, zarantha said: DD will only play bound animations in it's own list, not something that's only in sexlab or SLAL. Some of billyy's animations are included, but the newer ones aren't, because DD doesn't have permission to include them, or the right files. The DD animation filter is not something that can be edited by users. Ok, I found them, and I think I see the issue. @DeepBlueFrog In DD, both the inventory item and the rendered/scriptinstance have the sexlabnostrip keyword. I think adding it to the inventory items here should fix it from being removed during sexlab scenes? Especially since adding them to the sexlab no strip list in the mcm works. Sorry for the delayed response. Removal of binding devices during sex is something SD+ is doing on purpose. At the time I did it, bound animations with DD didn't play very nice. I remove the items for a wider range of animations. That has been improved in DD5.1 and I will probably disable that forced removal. 1
Tex Posted September 30, 2021 Posted September 30, 2021 On 9/28/2021 at 10:04 AM, leesjig said: If you crafted the 'rite of wing' spell tome, then learn the spell, then cast the spell. After casting spell, pick the chaurus wings. screen shot of the crafting the wings: Hide contents I tried that, but I don't have an "chaurus wings" within the Rite of Wings spell selection, just the regular ones that came with AWU.
Jack005 Posted October 1, 2021 Posted October 1, 2021 14 hours ago, YojimboRatchet said: Not the first time I see Babo as well as AI in a crash log. I ended up removing AI as it caused way too many errors, odd behaviours, and weird inconsistencies. The AI would be perfect on a vanilla "mostly" load, I would assume. But when using it against a heavily modded game with many other types of AI / Dialogue mods, it just creates havoc. Sooo your advice is to get rid of babo mods in general?
axone_zero Posted October 1, 2021 Posted October 1, 2021 11 hours ago, DeepBlueFrog said: Removal of binding devices during sex is something SD+ is doing on purpose. Good day! If it does not bother you, do not tell me - where do you delete the DD of the device? Plus, you remove them the same way before tying them to furniture, maybe after punishment they should be returned back? And it turns out the owner put on the restrictions, then whipped them on the furniture (and removed the restrictions at the same time), and after that he did not put them back on.
Shep67 Posted October 1, 2021 Posted October 1, 2021 (edited) Hello. May i ask something. ? (Of course i tried to find out if someone else found this. Without results) I checked "the file" SDPlus SE May 2019 (of cource i extract the file) I scanned the textures with SSE Nif optimizer . This message shows up. >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> [INFO] 1 file(s) were found. ---------------------------------------------------------------------- SDPlus SE May 2019\SD+\Data\Interface\_SD_\sanguine_rose.dds - Dimensions must be divisible by 4 (currently 409x291). Program finished. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< I do not know how important or not this message is. I tried to look for information if someone else finds the same "problem". Is this a problem or not ? Thank you. Edited October 1, 2021 by Shep67
YojimboRatchet Posted October 1, 2021 Posted October 1, 2021 9 hours ago, Jack005 said: Sooo your advice is to get rid of babo mods in general? not at all. the AI one would be the one, as I mentioned in my previous post. try disabling it, and start a new game, see if there is a difference without it.
zarantha Posted October 2, 2021 Posted October 2, 2021 On 10/1/2021 at 5:39 AM, Shep67 said: Hello. May i ask something. ? (Of course i tried to find out if someone else found this. Without results) I checked "the file" SDPlus SE May 2019 (of cource i extract the file) I scanned the textures with SSE Nif optimizer . This message shows up. >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> [INFO] 1 file(s) were found. ---------------------------------------------------------------------- SDPlus SE May 2019\SD+\Data\Interface\_SD_\sanguine_rose.dds - Dimensions must be divisible by 4 (currently 409x291). Program finished. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< I do not know how important or not this message is. I tried to look for information if someone else finds the same "problem". Is this a problem or not ? Thank you. Use the conversion linked on the first post of this thread. May 2019 is ancient. We're on 2021-07-31 now. That texture is the splash screen of the mcm, i don't think it's ever been a problem. 1
Shep67 Posted October 2, 2021 Posted October 2, 2021 30 minutes ago, zarantha said: Use the conversion linked on the first post of this thread. May 2019 is ancient. We're on 2021-07-31 now. That texture is the splash screen of the mcm, i don't think it's ever been a problem. Thank you. Yes it is. Only SSE Nif optimizer Had a "problem"
phily101 Posted October 3, 2021 Posted October 3, 2021 Just to confirm, other than the base requirements for hormones do i need to install anything else to get the full experience such as aegis's hotfix or the slavebridges because those look like they are meant to be for skyrim and not skyrim se and Im not sure if i should install them
zarantha Posted October 3, 2021 Posted October 3, 2021 (edited) 56 minutes ago, phily101 said: Just to confirm, other than the base requirements for hormones do i need to install anything else to get the full experience such as aegis's hotfix or the slavebridges because those look like they are meant to be for skyrim and not skyrim se and Im not sure if i should install them All of the mods integrate to a greater or lesser degree, but no, hormones does not require any of the others. SlaveTats is an optional integration. But if you're not on SE, you're on the wrong thread. This is for SE, all of the attached mods are SE conversions. DBF's mods are all linked in his signature, but here's hormones: Edited October 3, 2021 by zarantha
Guest Posted October 3, 2021 Posted October 3, 2021 On 8/10/2021 at 6:59 PM, zarantha said: Edit: Scripts are for the 2021-07-31 version of parasites only. These will likely be removed later once a new version comes out. Edit2: Other scripts that need updated are: sls_qst_mcm sls_trg_nivenorbimbo sls_trg_hrokibimbo sls_trg_camillavaleriusbimbo slsddi_playerref.psc slh_fctbodyshape _sdqs_dream.psc I've changed these with the same edit as the parasites scripts attached here. Let me know if you want those too. I'm totally interested! Is the offer still open? Thnx!
zarantha Posted October 3, 2021 Posted October 3, 2021 (edited) On 10/3/2021 at 1:54 PM, BambiBDoll said: I'm totally interested! Is the offer still open? Thnx! That was more towards DBF to merge into future versions, but since i've got them, I guess? The scripts are for: Stories: sls_ (included in 2021-10-31 version) Stories Devious: slsddi_ (included in 2021-10-31 version) Hormones: slh_ (included in 2021-10-31 version) SD+: _sdqs_ These need to be dropped into a scripts folder. _SDQS_dream.pex Edit: removed scripts that are included in updated versions now Edited November 19, 2021 by zarantha removed scripts that are included in updated versions now
DeepBlueFrog Posted October 4, 2021 Author Posted October 4, 2021 6 hours ago, zarantha said: That was more towards DBF to merge into future versions, but since i've got them, I guess? The scripts are for: Stories: sls_ Stories Devious: slsddi_ Hormones: slh_ SD+: _sdqs_ These need to be dropped into a scripts folder. sls_trg_camillavaleriusbimbo.pex 3.47 kB · 0 downloads sls_trg_hrokibimbo.pex 3.42 kB · 0 downloads sls_trg_nivenorbimbo.pex 3.85 kB · 0 downloads sls_qst_mcm.pex 18.81 kB · 0 downloads slsddi_playerref.pex 30.82 kB · 0 downloads _SDQS_dream.pex 17.86 kB · 1 download slh_fctbodyshape.pex 80.2 kB · 1 download Isn't that something I changed already? I lost track of what was release or not at this point. I will post all of my current fixes sometimes this week to reset things.
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