OhGufo Posted May 25, 2019 Posted May 25, 2019 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
yatol Posted May 25, 2019 Posted May 25, 2019 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
OhGufo Posted May 25, 2019 Author Posted May 25, 2019 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.
yatol Posted May 25, 2019 Posted May 25, 2019 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)
OhGufo Posted May 26, 2019 Author Posted May 26, 2019 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.
Recommended Posts
Archived
This topic is now archived and is closed to further replies.