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Sex Addict Mod (Formerly MLA Extended WIP) Last updated Feb 9, 2013


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Posted

Hello,

 

First of all, I thank you for making a mod like this. Skyrim for me was never the same. And I for one admits that I can't wait for the next release especially after reading some of the things included in the upcoming updates. I have a couple of questions though..

 

1. About combat rape. I'm playing a male nord. The combat rape feature doesn't start for me. I looked in the SA_Configuration spell, and set it to 70% rapeable and 100% on hit. My question is, is this only applicable if your playing a female character? If not, how do I enable it for my male character?

 

2. Im not sure if Im going to get help on this one. I figured out that when you replace the animation.hkx with another animation.hkx on the SA/meshes/character/animation (or something), the female npc is facing the other way. Is there anything that I can do to rotate the female npc? Im using Sexis animation. And also, when replacing the .hkx files using the other files inside the SA animation folder, the characters are not aligned. I know you can align them with Z and X, but it ruins it for the other animations.

 

Thank you again for making a mod like this and hopefully you release any updates soon. :shy:

1. Combat rape doesn't start: Please explain further your expectations, the player never initiates a rape during combat unless using the Rape Spell. If you are talking about the player being raped then you need to set the Enemy Assault option on and should also have the Follower Involved and Player Involved switches set as well (though I see a bug report saying only the Enemy Assault is needed right now).

 

2. The next release will have a replaceable animation slot but more importantly will also include those additional animations that SexIs has right now and are missing from this mod. With that release there will also be settings you can set from the console to control the positioning of the actors for that additional sex act.

Posted

I believe I've identified a bug with the current verion 1.3 for sex addict.

No matter what settings I have if _SA_EnemyAssaultSwitch is 1 then both me and my follower can be raped and if it is 0 then both me and my follower cannot be raped by NPCs.

 

For example

Set _SA_CombatRapeSwitch to 1

Set _SA_EnemyAssaultSwitch to 0

Set _SA_RFollowerInvolved to 1

Set _SA_RPlayerInvolved to 0

 

I would expect only the follower can be raped, but in fact neither player or my follower can be raped.

With the Enemy Assault switch turned off, neither the player or followers should be raped in combat. Once the other two switches below work properly this is really a redundant option so I am planning to remove it from the next version.

Another

Set _SA_CombatRapeSwitch to 1

Set _SA_EnemyAssaultSwitch to 1

Set _SA_RFollowerInvolved to 1

Set _SA_RPlayerInvolved to 0

 

Where as with this setup both player and follower can be raped even though playerinvolved is 0.

 

 

As such currently it's either both rapeable or both not rapeable.

Set _SA_RFollowerInvolved

Set _SA_RPlayerInvolved

Appear to do nothing :(

Thank you for taking the time and effort to research this and detail it.

 

This has been reported before and I found the spot in the code that allows it. It will be fixed in the next version.

Posted

The problem with some animations is that the actors "bumping" into each other is translated by the havoc system of the game into motion that moves one or both actors. There was mention once about a "collision box" for each actor that has to be moved so they aren't considered to be colliding and invoking the havok. If placing the actors into the exact same space doesn't cause that havoc system to be invoked then it's certainly worth a try.

 

With the current animations so positions relative to each other and/or to the surrounding objects seem to invoke the havok system anyway leaving the actors jumping up and down on a step chair or table and then there's the uninvolved actor who inevitably walks right into the middle of the sex act and stands there or sometime bumps you into a wall.

 

In the menu my problem is how do I make all the various options available for picking as each sex sequence is built or edited. I'm going to have to name each sex act and I think I need to name each sex voice as well because I think I should let them set a voice for each actor in a sex sequence.

 

The cool thing is, if I get this all working is that it will unleash the creative juices of a lot of people who can't do animations like you or scripting like myself to create their own custom sex acts using what's available much like the "All in one" mod does but in a fashion where they can share their creations with everyone else.

 

The "All In One" mod presented a new idea and I'm just taking it to it's next logical use. Too bad that mod seems to be a flash in the pan creation, it would be interesting to see what else they could some up with.

 

I have tested the hitbox sliding error with different x, y displacement, and so far I know that the Root bone and NPC COM bone is not what determines the hitbox position as I've tested them overlaping at origin, and far away from each other.  Honestly I need to test more, but you can rest assured if it becomes a problem during animations with over 2 actors, I will locate the node that serves as the hit box and find a position for it where it causes no harm.

 

Also, don't worry about the collision sliding when you make the test t-pose animation for me. Just place them as described. The reasoning for this is so I can import both actors in max in default T pose and they'll import just as they are oriented in game. This way I dont have to log into skyrim align them. I can just flip one around, lay them down facing each other, orient them any way I need to for an animation, and when I boot skyrim, all my repositioning will be transfered to the original overlapping T-pose you made for me. (If it turns out that the hitbox is not located as a moveable bone, and it causes all my animations to slide in skyrim regardless of my repositioning, then at least we'll know for sure if the hitbox is determined by any nodes in the skeleton.

 

As of now for the SexiS replacers, I am starting my animating in max with both actors in default t-pose overlapped. Once I do all the animation positioning, my actor position edits are transfered to the animation im replacing. Which, unfortunately, are offset from the origin and rotated ect. to position the original animation. At this point I have to close skyrim and reposition my actors in max based on the distance I estimated they were off by in skyrim, then boot up skyrim again to see how much closer I got it, if I over shot the target.  

 

The good thing is I only ever move my actors in max on the x, and y planes. The ground in max is perfectly matched to skyrim, so I always get the z axis positioned perfectly for every animation I make the first time I load skyrim. (So basically this should almost eliminate any need to have a z axis adjuster in your mod, as its very unreliable)  Most of the time, thankfully, its either just the x or y axis thats off. Rarely ever do I have both axis to correct, unless maybe if I do some heavy editing in max.

Posted

Ok for the menu, it needs to be decided to either allow the......


 

1.) full creation of  sequenced animation giving the player access to every animation file (meaning editing even alternative pairing of the female and male animations i. e. the male blowjob can be paired with the female cowgirl)

 

2.) creation of custom stage progression (male animations must be paired with proper female animation, but stage 1 can be [missionary stage 3], stage 2 can be [cowgirl stage 2], and stage 3 can be [blowjob stage 1] ect. or any other of the many combinations)

 

3.) creation of a custom position list, meaning simply that you can just customize or set your own position order (like SexiS is already, but you'd be able to choose how the positions are ordered while scrolling back and forth like which positions are near each other)

 

Imo...

 

#1 is way too detailed, and there is no reason you'd need to match animations that don't go together, and we wouldn't even be able to anticipate how to align them. Just impossible and useless

 

#2 is probably what you mean, but I still think even this is gonna be a headache. I know you most likely need every animation in the plugin to have the same scripted x, y, and z off set values (so any stage of a particular position will align when played in sequence with any other stage from any other position), and, initially, each animation currently has different scripted offset values. So equalizing them to the origin will throw off the alignment of every animation not created at the origin by the author of a particular animation.  I could reset all the animations I created back to the origin, because I saved all my max files for each stage.  However, to re-align the MLA, rough,and AP animations I'd have to import all the kf files and set them all to play aligned  in skyrim.

 

However, I don't have permission to edit them, so I have an alternative solution. Total, there are 5 detailed MLA animations plus 2 or 3 nice AP animations.  I already made a nice boobjob and sidefuck animation (currently animating a new way way better sidefuck than my original) so thats 2 of the MLA animations covered with BBP support.  I uploaded a cowgirl, and oral animations with BBP (I will reposition the oral animations to be much more centered) replacing the AP cowgirl and fisting animations.  So if I make a new missionary, laying on back, reverse cowgirl, hugfuck, handjob, and blowjob animations all with BBP support, I think we'll be off to a damn good start.

 

Thats 10 animations right there all with full BBP. Also, I can also add stages in between my animations to make them faster and slower at certain points (I couldn't do this for SexiS replacers b/c I was usually limited to 3 -5 stages per position. Most of my animations have 3 or more fully unique animation positions within one single position, if I add a fast stage for each one, thats like 6-10 stages per animation which I think would be way more realistic and fun for people to edit.  Also, cant forget I have both standing and laying foreplay animations done already as well.

 

That brings the grand total to around 50 or so animation pairs for people to edit (over 100 individual idle animations). An ETA on when I could have all this ready would probably be around mid May as a very rough estimate.

 

#3 Is the backup option I'd say. If nothing else ends up being feasible, we could always just allow  people to set their favorite positions next to each other in the position order, and have an option to start with a specific position. Also, maybe including the option to remove or add positions to the playlist.

 

Also, aside from the animation sequence editor, obviously a foreplay playlist needs to be made to lead into the main animation playlist.

 

Posted

 

 

 

Is there an option for the camera to automatically go into TFC mode?

If auto TFC were possible it would have been implemented long ago, we'd all love to be able to view the sex from any angle and distance automatically. There are almost no camera control options we can script.

 

 

I requested this from a scriptdragon modder (stonedsquirrel) on nexus. I just looked back today and saw he made one for me. What a nice fellow. I tested in game, works great. 

 

Its a hotkey toggle bound by default to scroll lock key, it toggles tfc on and off.

 

You can edit the hot key by editing the TFC Key .ini 

 

I tested it and yes it works during animations and is fully compatible with skse. So nice to finally just be able to toggle tfc.

 

Visit his page on Nexus to download and endorse if you like, he was nice enough to take my request and make it.

 

http://skyrim.nexusmods.com/mods/30461

 

 

Also need script dragon for skyrim by alexander blade 

 

http://alexander.sannybuilder.com/?altname=skyrim_script_dragon

 

click the link under the word download with the arrows like this:

 

Download

>>> ScriptDragon_1.8.151.0.zip <<<

 

 

When you open the zip file, you see a folder named bin, and its all you need. 

 

Inside the bin folder is only 2 files you need named ScriptDragon.dll and dinput8.dll

the other files in the bin folder are useless for tfc toggle.

 

you should have gotten the TFC Key ASI file and the TFC Key ini file from stonedsquirrel on nexus.

 

Place all 4 files into your Skyrim folder (not the data folder, the skyrim folder). The one that contains the data folder and your skyrim.exe.

 

And you're good to go.

 

I also open and close the console once before I use any scriptdragon asi mods, b/c someone told me to a while back not sure if it matters.

 

I know its not an "automatic" option, but its better than typing tfc all the time.

 

I've avoided Script Dragon so far because I've heard some bad reports on it but to gain some control of the camera might be a good reason to consider it anyway. Thank you for the information.

NP, I've been using Scriptdragon since it was converted for skyrim, and I'll explain my experience with it.

 

 

I started using it around when we got our first rough MLA mod upload.  I have used it alongside MLA alphas, your MLA extended, then the all in one mod, back to MLA extended (saw you mentioned Sexis in your post back then) so I gave that a try and uninstalled everything else since SexiS was the only one with named .hkx files including position name and if its the off or def version, so I could replace them accurately.

 

All the time I was running scriptdragon for mods like werewolf toggle and animcam toggle with multiple sex mods and over 50 other mods worth of body replacers, armor mods, other .esm plugins, companion mods, pose mods, ASX, animated prostitution (mods I was warned to definitely not use together) I know many were in a bad load order.  Everything I had was in beta or lower as far as the sex mods go.

 

All this took place on the same save file with over 300 hours of playtime. (and yes there were times where I had saving problems or CTD when I tried to save/load. Usually, I solve that by attempting it over and over until it saved or loaded, most only happened when I disabled esm files from mods.

 

Through all this, only once have I had a single problem with scriptdragon. This was when I used werewolf toggle to transform, saved while transformed and rebooted. Loaded save and when I tried to toggle werewolf off, it wouldn't work.  So I was forced to revert to recent autosave np, over 150 hours later same save still going.

 

I have heard negative things about it too a while back, but I ignored the warnings (like always) and I haven't had a problem I didn't deserve. Also, when I load a save , before I use any scriptdragon hotkeys I open and close the console at least once. Only after a load and only once. Mainly I do it b/c I saw someone say this once, and I just never tried w/o it. Which is odd, cuz I always try things. My guess is it does nothing and you're good either way.

 

I have tested the tfc hotkey both during and before/after sex animations. Works flawless for me, very nice to not have to open console and type tfc every min.

Posted

 

great mod, been using others, but always seem to default back to SA... if only these major mods could be combined/plug together seamlessly  all having great features. 
 
suggestions: 
 
Most common keys would be 'Character Movement - Forward' to position closer; 'Character Movement - Back' to position further away; 'Shift + Character Movement' to slide character (walk speed) around area to avoid objects, walls, terrain etc. (see SD mod) 
 
'Left Mouse Click' to advance animation; 'Right Mouse Click' for previous animation. Seems these acts/animations should be part of combat system anyway, giving health/stamina/magicka, likewise taking health/stamina/magicka depending on how good you are during encounter. Timing routine maybe, using voice ques. Would need some sort of free camera mod for combat. When PC or NPC depletes stamina/magicka/low health then sex ends. (deathblow as player death if non-consensual; Calm Spell if you win; knife to throat option, with 'persuasion' or murder if an assaulting npc is low health) 
 
'Space-bar' to change partners in multi-partner scenario. For uninitiated encounter or low health rape, space-bar could be used as an attempt (% chance) to escape during sex. Multiple attackers would leave little chance of escape, where hitting space-bar likely cycles encounter to other attacker. (player can only walk during encounter, with the slight chance they could run/sprint when attempting escape, attackers can always run and tag/engage for continued encounter - use brawling mechanic for tagging) If player can satisfy all attackers (stamina/health/magicka mini-game - resource race) you get to run away (with 10 sec window) after molestation. Add option to lose all gear to attackers - being penniless, naked and alone in the world has a sobering effect. Perhaps even loose keys/access to homes, with quest to regain access by either sexual persuasion or murder.
 
... yeah, sex should be part of combat system.  Probably too much to ask for, but worth mentioning. 
 
and Volume Control for custom voice.

 

I like your binding key suggestions, adsw would be great for x, y adjusting. LR mouse seems like a great position browser. Stage advancement could just stay H and shit+H for reverse.

 

I'm not sure about the ability to actually move during animation. I'd have to add movement capabilities for all directions for the sex animations, just too much considering the difficulties associated with animation creation, export, and alignment.

 

Hello,

 

First of all, I thank you for making a mod like this. Skyrim for me was never the same. And I for one admits that I can't wait for the next release especially after reading some of the things included in the upcoming updates. I have a couple of questions though..

 

1. About combat rape. I'm playing a male nord. The combat rape feature doesn't start for me. I looked in the SA_Configuration spell, and set it to 70% rapeable and 100% on hit. My question is, is this only applicable if your playing a female character? If not, how do I enable it for my male character?

 

2. Im not sure if Im going to get help on this one. I figured out that when you replace the animation.hkx with another animation.hkx on the SA/meshes/character/animation (or something), the female npc is facing the other way. Is there anything that I can do to rotate the female npc? Im using Sexis animation. And also, when replacing the .hkx files using the other files inside the SA animation folder, the characters are not aligned. I know you can align them with Z and X, but it ruins it for the other animations.

 

Thank you again for making a mod like this and hopefully you release any updates soon. :shy:

If you are replacing any animations I uploaded on the SexiS thread, they are positioned specifically to replace animations in SexiS. Yes, some of the actors are rotated 180 degrees by the plugin, and I had to rotate my actors in the animations to face them in the direction they are intended to face when I animate them in 3ds max.

Posted

@Waxenfigure, Arrok

 

1. Oh ok.. I thought when the npc reaches that health percent to be rapeable, my character will automatically do it. I had to find out the hard way yesterday with me trying to stop a thalmor patrol carrying a prisoner and this other guy started wailing at me when im too busy killing the commander. My health dropped to the rapeable percent and he started to @ss rape me. It wasn't a pretty sight.

 

2. The only reason why I want to replace the animation is that I want to combine some animation from Sexis that SA don't have. For example, I want to start the act from slow missionary position then after pressing H, it will be followed by the same missionary position but with me grabbing the female npc's neck as I go faster.

 

I thought replacing the animation will be easy. I didn't know you guys are using another software for this. Keep up the good work and Thank you for the replies. :shy:

 

 

Posted

If you are replacing any animations I uploaded on the SexiS thread, they are positioned specifically to replace animations in SexiS. Yes, some of the actors are rotated 180 degrees by the plugin, and I had to rotate my actors in the animations to face them in the direction they are intended to face when I animate them in 3ds max.

 

 

I recent found this out also, shame really because your animations are excellent and would love to be able to get them in SA sometime in the future.

You do excellent work, I'll hold out for the future.

Posted

very nice work.. i think u guys can convert the sex poses from illusion games and make them work with skyrim? idk if thats illegal but its worth a try

Posted

 

 

great mod, been using others, but always seem to default back to SA... if only these major mods could be combined/plug together seamlessly  all having great features. 
 
suggestions: ......

 

I like your binding key suggestions, adsw would be great for x, y adjusting. LR mouse seems like a great position browser. Stage advancement could just stay H and shit+H for reverse.

 

I'm not sure about the ability to actually move during animation. I'd have to add movement capabilities for all directions for the sex animations, just too much considering the difficulties associated with animation creation, export, and alignment.

 

 

 

We can already slide around room in most consensual encounters, it’s just when rape is initiated by attackers in both Sexis and SA the characters (animations) are cemented in very weird, awkward locations: on stairs, floating under geometry, bouncing on table edges, stuck in walls, under idle  npc, etc. No animations really  needed to ‘slide’ character away from geometry, just ability to move encounter a few feet here or there as is available in consensual encounters. I believe SD allows shift+movement keys to reposition/slide animations away from weird geometry, and of course the pc’s partner instantly snaps to the new location. Were the npc to handle bad geometry instead, and just drag the pc into the center of room, all the better.

 

For hotkeys, probably best to consider ‘hierarchy’ as: which keys are most common use during combat and general gameplay for vanilla skyrim, then translate that to which events are most common use during SA encounters. Custom hotkeys will also solve problem.

 

.. great animations  btw, dl your new stuff, very visceral. I’m wondering now how difficult it would be to turn some of them in to “combat spells” with relevant effects -- Combat Sex -- May start messing around with the creation kit and modding. 

Posted

Another request that shouldn't be too difficult to implement:- Would it be possible to set the male and female undress options independently? My women are generally dressed in skimpy clothes and I'd like to keep them that way while stripping the men during sex. Something like the CFNM idiom.

Posted

I activated GenerateFNISforUsers and using SKSE.


but they dosen't do anything. they are just standing with naked.

Posted

 

I activated GenerateFNISforUsers and using SKSE.

but they dosen't do anything. they are just standing with naked.

 

 

Same happening for me

 

Edit: Fixed by disabling "PC Exclusive animation path" In the Generate FNIS

Posted

Very minor bug waxen:

 

In the SexAddicts.esp one of the sound file references is incorrect.

_SA_SDF000St0  the 8th sound file reference is listed as: 

data\Sound\F0x\_SA_\fs000\1\007.wav instead of

data\Sound\Fx\_SA_\fs000\1\007.wav

Posted

Very minor bug waxen:

 

In the SexAddicts.esp one of the sound file references is incorrect.

_SA_SDF000St0  the 8th sound file reference is listed as: 

data\Sound\F0x\_SA_\fs000\1\007.wav instead of

data\Sound\Fx\_SA_\fs000\1\007.wav

Got it, thank you. That was from when I was still typing those records in by hand, I later found I could drag and drop the sound files into the SNDR records which made that go a heck of a lot faster.
Posted

 

Very minor bug waxen:

 

In the SexAddicts.esp one of the sound file references is incorrect.

_SA_SDF000St0  the 8th sound file reference is listed as: 

data\Sound\F0x\_SA_\fs000\1\007.wav instead of

data\Sound\Fx\_SA_\fs000\1\007.wav

Got it, thank you. That was from when I was still typing those records in by hand, I later found I could drag and drop the sound files into the SNDR records which made that go a heck of a lot faster.

 

Ha! looks like we just helped each other then!, I didn't realise you could drag and drop, this will make my job a lot easier because I was adding files manually too.

 

Cheers. :D

Posted

 

 

 

great mod, been using others, but always seem to default back to SA... if only these major mods could be combined/plug together seamlessly  all having great features. 
 
suggestions: ......

 

I like your binding key suggestions, adsw would be great for x, y adjusting. LR mouse seems like a great position browser. Stage advancement could just stay H and shit+H for reverse.

 

I'm not sure about the ability to actually move during animation. I'd have to add movement capabilities for all directions for the sex animations, just too much considering the difficulties associated with animation creation, export, and alignment.

 

 

 

We can already slide around room in most consensual encounters, it’s just when rape is initiated by attackers in both Sexis and SA the characters (animations) are cemented in very weird, awkward locations: on stairs, floating under geometry, bouncing on table edges, stuck in walls, under idle  npc, etc. No animations really  needed to ‘slide’ character away from geometry, just ability to move encounter a few feet here or there as is available in consensual encounters. I believe SD allows shift+movement keys to reposition/slide animations away from weird geometry, and of course the pc’s partner instantly snaps to the new location. Were the npc to handle bad geometry instead, and just drag the pc into the center of room, all the better.

 

For hotkeys, probably best to consider ‘hierarchy’ as: which keys are most common use during combat and general gameplay for vanilla skyrim, then translate that to which events are most common use during SA encounters. Custom hotkeys will also solve problem.

 

.. great animations  btw, dl your new stuff, very visceral. I’m wondering now how difficult it would be to turn some of them in to “combat spells” with relevant effects -- Combat Sex -- May start messing around with the creation kit and modding. 

 

I think I know what you mean, the sliding movement doesn't have animation support for the movement right? (like how you have different animations for walking forward/back/left/right and running forward/left/back/right)

 

Yea custom assignable hotkeys would definitely be ideal.

 

 

If you are replacing any animations I uploaded on the SexiS thread, they are positioned specifically to replace animations in SexiS. Yes, some of the actors are rotated 180 degrees by the plugin, and I had to rotate my actors in the animations to face them in the direction they are intended to face when I animate them in 3ds max.

 

 

I recent found this out also, shame really because your animations are excellent and would love to be able to get them in SA sometime in the future.

You do excellent work, I'll hold out for the future.

 

Oh please don't hold out. I encourage you to tweak and try everything. Thats how you learned a bit about the positioning. And yes it is a shame indeed, these positioning problems is what makes creating new animations so time-consuming. Waxen is also looking into creating a test position with no offseting for me to create and test new animations, plus he's planning to rename the positions to show their position/stage. At this point I'll be able to test and upload many animations and replacers for SA.  

@Waxenfigure, Arrok

 

1. Oh ok.. I thought when the npc reaches that health percent to be rapeable, my character will automatically do it. I had to find out the hard way yesterday with me trying to stop a thalmor patrol carrying a prisoner and this other guy started wailing at me when im too busy killing the commander. My health dropped to the rapeable percent and he started to @ss rape me. It wasn't a pretty sight.

 

2. The only reason why I want to replace the animation is that I want to combine some animation from Sexis that SA don't have. For example, I want to start the act from slow missionary position then after pressing H, it will be followed by the same missionary position but with me grabbing the female npc's neck as I go faster.

 

I thought replacing the animation will be easy. I didn't know you guys are using another software for this. Keep up the good work and Thank you for the replies. :shy:

Ah, I see what you mean.  You know doing what you're talking about, and having it actually align, would be pretty tedious even knowing how to use 3ds max.   You know though, eventually, Waxen is planning to equalize animation offset positioning to allow anyone playing skyrim to mix and match any stage of any position. I have offered to help supply him the animations that can be used with a sequence editor.

Posted

just installed it today and love it...thought I still am learning its how to use Keys I found a small bug...

 

They undress but their weapons remain ...

 

Question are there add on for this mod like voices sounds etc...?

 

Great mod love it

Posted

just installed it today and love it...thought I still am learning its how to use Keys I found a small bug...

 

They undress but their weapons remain ...

 

Question are there add on for this mod like voices sounds etc...?

 

Great mod love it

Unfortunately,The weapons stay on the NPC's..As for the voice Add-on's I've done a few! >LINKhttp://www.loverslab.com/topic/14051-69s-ear-candy-erotic-voices-pleasure-moans-courtesy-of-waxenfigures-sex-addicts-update-21feb2013/

& so has Setekh> LINK:http://www.loverslab.com/topic/14219-rel-sounds-of-the-sex-addicts-sotsa-v10-15-feb-2013/

Posted

Yeah, weapons are still equipped but can be easily fixed.

Pull up the console, click the NPC and then type 'unequipall' without the quotes.

After sex finishes they will re-equip all their gear normally.

Posted

TY all for the fast reply...

 

 

PS:

 

 

Anew guy to a Mod always haves loads of doubts...LOL

 

 

Can you guys tell me what is the difference between this and S in Skyrim Mod ?

 

I mean does it haves more options or its more role playing ???

Posted

There seems to be a problem with vampires. They are paralyzed after sex and its effect will not be remove until loading between areas. After doing so I am not able to have sex with them again.

I have no idea about how scripts work, but I looked into the _SA_RapeEffectScript.pex using notepad+ and there is a line in there with vampire and _SA_RapeParalysis.

Would this be the cause of it?

Posted

There seems to be a problem with vampires. They are paralyzed after sex and its effect will not be remove until loading between areas. After doing so I am not able to have sex with them again.

I have no idea about how scripts work, but I looked into the _SA_RapeEffectScript.pex using notepad+ and there is a line in there with vampire and _SA_RapeParalysis.

Would this be the cause of it?

There is a setting of paralysis for vampires targeted for rape just before the sex act starts which comes from the original mod (MiniLovers Alternative or MLA) that I have pretty much left alone but it is also reset as almost the last thing at the end of a sex act so it shouldn't be maintained. I don't know what purpose it serves (if any), it may be nothing more than another attempt to fix a problem that MLA (the mod this was derived from) had where NPCs would just wander off during the sex act.

 

I suppose I should test that to see if I can detect any difference if I stop using it.

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