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Dangerous Nights 2 seems to be completely non-functional.


OhGufo

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Posted

Hi! I recently downloaded Sexlab Dangerous Nights 2, and no matter where I sleep or what settings I change in the MCM, the mod's features never seem to activate. My character goes to sleep and rests like normal, then wakes up with everything being the same as it is in vanilla Skyrim. I'm oldrim by the way.

 

From memory, I've tried:

 

  • Setting the chance of attack to 100% in all conditions
  • Reinstalling the mod
  • Sleeping in various locations all over the game (wilderness, inside dungeons, etc.)
  • Disabling other sexlab plugins such as Sanguine's Debauchery and Defeat
  • Starting a new save game
  • Cleaning my main save game using ReSave
  • Using Obscure's patch for the mod
  • Moving the mod to the bottom of my load order

 

Does anybody have any idea what might be causing this, or how I could fix it? I'm totally stumped. I have the latest framework, I have Sexlab Aroused, and I have Fus-Roh-Do(h), so I don't think it's an issue of lacking requirements. I'll attach my load order and mod list below.

loadorder.txt modlist.txt

Posted
2 hours ago, OhGufo said:

 I'll attach my load order and mod list below.

loadorder.txt 4.27 kB · 0 downloads modlist.txt 7.31 kB · 1 download

what is someone supposed to do with that?

here's my scripts

 

if they work with slnd2.esp (have put that in sexlab.esm, so if there was some getformfromfile slnd2.esp, it's sexlab.esm in there)

and i did more than patch that to newer sexlab, original pex are 140kb, those ones are 90kb, but what i did... don't remember

 

sldn2.7z

Posted
18 minutes ago, yatol said:

what is someone supposed to do with that?

here's my scripts

 

if they work with slnd2.esp (have put that in sexlab.esm, so if there was some getformfromfile slnd2.esp, it's sexlab.esm in there)

and i did more than patch that to newer sexlab, original pex are 140kb, those ones are 90kb, but what i did... don't remember

 

sldn2.7z 17.89 kB · 2 downloads

Generally the idea with posting load order and mod list is that people can look over it and spot mods that might cause problems with each other. Anyway, I tried using those scripts with Dangerous Nights and it didn't work, though that might be because they're for an older version of the mod. I had less MCM options when I used your scripts.

Posted
6 minutes ago, OhGufo said:

I had less MCM options when I used your scripts.

said above it's not a patch of that mod...

when i mess with scripts, i remove what i have no use for

 

small mod, fast to compare my pex

    SexLab.QuickStart(game.GetPlayer(), NightGuard.GetRef() as actor, none, none, none, game.GetPlayer(), "Ready", "")

to original

        SexLab.QuickStart(game.GetPlayer(), NightGuard.GetRef() as actor, none, none, none, game.GetPlayer(), "Ready", "")

 

so problem isn't mod made for older sexlab

i don't use aroused

 

    if iWeHaveNightGuard == true
        Int NightGuardArousal = (NightGuard.GetRef() as actor).getFactionRank(sla_arousal)
        if NightGuardArousal as Float < mcm.GuardArousal
            if utility.RandomInt(1, 100) as Float <= fHour * 10 as Float && mcm.Follower == true
                self.NightGuardAmbush()
                return
            else

 

so have delete that

 

    if iWeHaveNightGuard == true
        if utility.RandomInt(0, 100) < 25
            if mcm.follower == true
                if utility.RandomInt(0, 100) < 50
                    self.NightGuardAmbush()
                    return
                else
 

but if that was a problem, it's no longer a problem with my pex since no longer here

 

    if Alias_Aggressor5.GetRef() as actor != none
        (Alias_Aggressor5.GetRef() as actor).StopCombatAlarm()
        (Alias_Aggressor5.GetRef() as actor).MoveTo((Alias_Aggressor1.GetRef() as actor) as objectreference, 75.0000, -125.000, 0.000000, true)
    endIf
    return

 

    if Alias_Aggressor10.GetRef() as actor != none
        (Alias_Aggressor10.GetRef() as actor).StopCombatAlarm()
        (Alias_Aggressor10.GetRef() as actor).MoveTo((Alias_Aggressor1.GetRef() as actor) as objectreference, 125.000, 0.000000, 0.000000, true)
    endIf
    return

 

original quest have 10 alias, there's only 5 left in my pex, whatever that do to original quest... no idea (no animation for 7 npc, no use for that)

Posted
1 hour ago, yatol said:

said above it's not a patch of that mod...

when i mess with scripts, i remove what i have no use for

 

small mod, fast to compare my pex

    SexLab.QuickStart(game.GetPlayer(), NightGuard.GetRef() as actor, none, none, none, game.GetPlayer(), "Ready", "")

to original

        SexLab.QuickStart(game.GetPlayer(), NightGuard.GetRef() as actor, none, none, none, game.GetPlayer(), "Ready", "")

 

so problem isn't mod made for older sexlab

i don't use aroused

 

    if iWeHaveNightGuard == true
        Int NightGuardArousal = (NightGuard.GetRef() as actor).getFactionRank(sla_arousal)
        if NightGuardArousal as Float < mcm.GuardArousal
            if utility.RandomInt(1, 100) as Float <= fHour * 10 as Float && mcm.Follower == true
                self.NightGuardAmbush()
                return
            else

 

so have delete that

 

    if iWeHaveNightGuard == true
        if utility.RandomInt(0, 100) < 25
            if mcm.follower == true
                if utility.RandomInt(0, 100) < 50
                    self.NightGuardAmbush()
                    return
                else
 

but if that was a problem, it's no longer a problem with my pex since no longer here

 

    if Alias_Aggressor5.GetRef() as actor != none
        (Alias_Aggressor5.GetRef() as actor).StopCombatAlarm()
        (Alias_Aggressor5.GetRef() as actor).MoveTo((Alias_Aggressor1.GetRef() as actor) as objectreference, 75.0000, -125.000, 0.000000, true)
    endIf
    return

 

    if Alias_Aggressor10.GetRef() as actor != none
        (Alias_Aggressor10.GetRef() as actor).StopCombatAlarm()
        (Alias_Aggressor10.GetRef() as actor).MoveTo((Alias_Aggressor1.GetRef() as actor) as objectreference, 125.000, 0.000000, 0.000000, true)
    endIf
    return

 

original quest have 10 alias, there's only 5 left in my pex, whatever that do to original quest... no idea (no animation for 7 npc, no use for that)

I'm no good when it comes to scripts I'm afraid, so I think I'm still stuck.

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