Jump to content

Recommended Posts

Posted
1 hour ago, modball said:

These entries are consistently present in the related crash logs:

SchlongsOfSkyrim.dll
SOS_ConcealingArmors
SOS_RevealingArmors

 

That's because SOS re toggle the slot 52 of all the armors on it's list with each PlayerLoadGame event and the scripts don't check if the armor still exist before do it. I did some fixes related but your logs don't show errors related with that some probably my file be useless.

 

I also tweak my SOS to apply the slot 52 only if none of the addons of the armor have the slot already. That's because my remodeled armor's have the panties on the slot 52 already and when the actor equip one panty over the remodeled armor the panty of the armor is replaced. 

 

 

This is the file and was based on the "SOS SexLab Addon" but at this point I don't know if the part of the SexLab Gender still work.

 

SOS - SexLab Addon.7z

Posted
6 minutes ago, OsmelMC said:

I also tweak my SOS to apply the slot 52 only if none of the addons of the armor have the slot already.

I like this idea. Thank you, will try it out.

Posted
5 minutes ago, modball said:

I like this idea. Thank you, will try it out.

Probably still need a clean of the revealing armor's at least one more time. Like i said, your Papyrus.0.log don't show errors related with the SOS, in fact only shows a lot of missing files probably as side effect of re sort the plugins list. Remove one Mod (any Mod) should force a update that should fix all those issues without CTD.

Posted (edited)
3 hours ago, OsmelMC said:

Probably still need a clean of the revealing armor's at least one more time

I did, thanks. Working fine so far.

 

3 hours ago, OsmelMC said:

Remove one Mod (any Mod) should force a update that should fix all those issues without CTD

I have done this many times as well as clean up with Resaver, those missing class and property messages remain. I even get some of them with a new game and no mods... interestingly adding just USSEP and Alternate Start and starting a new game, none of them were generated.

 

Primarily though, my game is very stable until a new mod ends up high in load order, but this is only a problem sometimes. Use one of the workarounds for the SOS dll crash and it remains stable until next time the load order changes and SOS barfs.

 

From .NET Script Framework's Common Crashes and Fixes: https://www.nexusmods.com/skyrimspecialedition/articles/3031

 

image.png.46651c061c172e72727c4e0edc27bd4b.png

They got the wording "reschlongify" wrong, it should say cleaning or deschlongify, but it's a common enough CTD situation to get the workaround mentioned there.

Edited by modball
Posted
28 minutes ago, iDREIS MAD said:

Sorry, but is there any mod who can fix / tweak NPC vs NPC in sexlab defeat (this mod has compatibility with aroused creatures)? especially guard / solider, they can't stop attacking even enemies already knock down.

or dear osmel, do you have plans to tweak this mod too?

Thanks the mod any way. 

I use the Baka Edition that comes with a lot of fixes. 

 

https://www.loverslab.com/files/file/18689-sexlab-defeat-baka-edition-lese/

 

 

Posted (edited)
7 hours ago, iDREIS MAD said:

what different SLAX with SLA Redux Baka?

so, I install one of them, and overwrite with your SLA tweak? (sorry I bit confused when installing many mods)

Thanks once again 

SLAX have more options and include compatibility with SLSO in the same way I do. I don't have tweak for SLAX.

Edited by OsmelMC
Posted (edited)
20 hours ago, iDREIS MAD said:

Well, after testing. the original "SL Defeat v5.3.5" +  "SexLabAroused_V28b" + "SexLab Aroused v28b Patch (2021_09_29)" still work better than "Sexlab Defeat Baka Edition LE/SE 1.4+ " SLAX / Sexlab Aroused Redux BakaFactory ". I mean original the "NPC vs NPC" features are still working except for Guards and soldiers (hope someonecan fix this), and when using "BAKA" They always fight until death even I change or reset the MCM setting (and my follower can't engage too).

 

Did you know that there's a newer version called SL Defeat V5.3.6 Bane 24112021? It also has a modified optional add-on: Dynamic Defeat LRG Patch V1.4 (for Defeat Version 5.3.6) by  AndrewLRG

Spoiler

 

Defeat 5.3.6 is standalone, it does not require Defeat 5.3.5

 

ChangeLog Defeat V5.3.6 Bane 24112021

  • Fixed the follower down first re-agro bug
  • Fixed compilation errors in some dialogue script fragments and populated a number of empty script properties
  • Fixed the Surrender key getting unbound issue
  • Fixed MCM Knockdown duration setting not working for followers
  • Fixed Defeat's Essential Player function failing when in None Locations
  • Tidied up some dialogue grammar - mostly in DefeatPlayerQST and regenerated SEQ File

The motivation for doing this was to provide a more stable platform for AndrewLRG's excellent Dynamic Defeat patch. I'm happy to say that he has been kind enough to provide an updated version of his patch that forwards the fixes I have added in Defeat 5.3.6 and provides some additional Dynamic Defeat bugfixes and content.

 

Changelog Dynamic Defeat LRG Patch V1.4 (for Defeat Version 5.3.6) by  AndrewLRG

  • Fixed an issue when Dynamic Defeat was not working with creatures;
  • Fixed a small bug that could cause Devious Suit not be re-equipped;
  • Added a "creature toggle" option to disable/enable some Post-Assault events when defeated by creatures; (thanks to DonQuiWho for suggestion). Option can be found in Defeats MCM/Player Post-Assault page.
  • Updated Defeat's import/export mechanics to include all added features.

 

It should be possible to update a vanilla Defeat 5.3.5 game to Defeat 5.3.6 and Dynamic Defeat LRG 1.4 but as ever, if you have problems,  either clean your save or start a new game. 

 

Please note this version of Defeat and the Dynamic Defeat patch are NOT compatible with any other Defeat patches or versions.

 

Thanks to DonQuiWho and Herowynne for taking the time to beta test Defeat 5.3.6

SL Defeat 5.3.6 Bane is needed if you want to use his Follower Slavery Mod (FSM).

 

I use OSL Aroused - Arousal Reborn (SSE & AE) 2.2.2 instead of "classic" SLAR or variants, no issues yet.

 

 

Edited by safado
Posted

I did few Tweak for the Dark Arena v1.38 SE

 

 

 

The Tweak's include:

 

* Fix some dialogues out of place.

 

* Fix sex scenes not starting.

 

* Better animation list for the scenes that makes better use of the animation CACHE and is way faster after the first time on that scene.

 

* Way better Pit Fight system. Now is more immersive, allow you see the name of the fighters on the bet menu and give you time to appreciate when the fighters come to the pit.

 

* Replacement of the cards for those that have "Legends of Dragonborn" installed.

 

 

Dark Arena - Patch (20221130).7z

Posted (edited)
11 hours ago, LoversProton said:

hi might have been asked before

 

if using SLEN - eager npc mod, with utility plus, do we get privacy function leading to a private spot(or at least attempt to)

just so to roleplay to avoid public scene crime. ( I did find a user made follow patch)

 

I am switching back to sl from ostim and this is the feature I remember lacking from SLEN.

 

is there a conflict with OSLAroused, since it also overwrites SLSO?

 

thanks

 

I have not experienced compatibility issues between SexLab Utility Plus, OSL aroused, and SLSO 2022-08-02.

 

SLSO modifies standard SL Aroused Redux v28(SLAR) scripts to make arousal values change with individual separate npc\pc orgasms at each stage, instead of only at the end of animation.  OSL Arousal do not overwrite SLSO scripts, the conflict is the SLAR v28 scripts included in SLSO.   It is safe to let OSL arousal "overwrite" and win the conflict with SLSO and any other mod that try to modify SLAR scripts.   Any mod that follow proper SLAR integration will be compatible.

 

OSL arousal need to overwrite all SL arousal(SLAR) scripts, from all mods trying to modify it, to maintain stability and compatibility with SL arousal integration of third party mods.  That includes SLSO modification for SL aroused.  The function that SLSO is adding, is implemented in OSL aroused differently but with similar results, because arousal calculation are also implemented differently but with similar results.

Also, the feature added by SLSO modifications to SLAR v28\29 are included in SLAX, overwriting SLAX scripts with SLSO will break SLAX.  (SLAX is an extended version of SLAR, core completed but many features wip)

 

 

Spoiler

Installation

Place towards the bottom of your load order, MUST OVERWRITE ALL OTHER MODS (like SLSO)

DO NOT INSTALL SexLab Aroused OR OAroused, THIS IS A REPLACEMENT

Both AE and SSE versions are included in the FOMOD, just select correct version on install

 

If you do not use any mods that use OAroused, you can disable OAroused.esp

 

Edited by safado
Posted

I have difficulty getting NPC to use furniture if I have Papyrus NG main thread tweak enabled. Clearly, they are trying to use the furniture. They always walk right up to it and play an animation right next to it. It's just never a furniture animation. I noticed that Musje just released a patch that makes Home Sweet Home more compatible with Papyrus NG main thread tweak. Would something like that be possible for Utility plus? I believe the mod author provided a way to make it so that the main thread tweak wont speed up certain scripts. 

Posted
1 hour ago, aulton1968 said:

I have difficulty getting NPC to use furniture if I have Papyrus NG main thread tweak enabled. Clearly, they are trying to use the furniture. They always walk right up to it and play an animation right next to it. It's just never a furniture animation. I noticed that Musje just released a patch that makes Home Sweet Home more compatible with Papyrus NG main thread tweak. Would something like that be possible for Utility plus? I believe the mod author provided a way to make it so that the main thread tweak wont speed up certain scripts. 

I don't see any issue with furnitures and the Papyrus Tweak NG.

 

But if you are on SE the only PapyrusUtil compatible with the new furniture system is the one that comes with the SexLab, any other even if have the same version number is different and don't have the required functions.

 

This is the right PapyrusUtil for SE:

PapyrusUtil SE.7z

 

Posted

NPCs use furniture when standing near furniture and using Match Maker. NPCs will not use furniture when Paradise Halls Home Sweet Home starts the animation. 
I tried installing this version of papyrus util, then tried turning off the main thread tweak. Still not working, so it must not be the Papyrus Main Thread Tweak after all. There must be something else I am doing wrong in my current setup. I have succeeded in getting Home Sweet Home NPCs to use furniture before in the past. Not sure what I am doing differently now. 

Posted (edited)
On 12/4/2022 at 4:57 PM, aulton1968 said:

NPCs use furniture when standing near furniture and using Match Maker. NPCs will not use furniture when Paradise Halls Home Sweet Home starts the animation. 
I tried installing this version of papyrus util, then tried turning off the main thread tweak. Still not working, so it must not be the Papyrus Main Thread Tweak after all. There must be something else I am doing wrong in my current setup. I have succeeded in getting Home Sweet Home NPCs to use furniture before in the past. Not sure what I am doing differently now. 

I'm using the "Papyrus Tweak NG" and my new furniture system without issues and everything works even better with the tweak enabled.

 

The furniture system try to use furnitures near the centerRef or the player but also depends of the way the scene is called by the external Mod. For example if the Paradise Hall set a centerRef on one of the actors, the furniture system will search furnitures only in a distance not bigger than one double bed size, if the center ref is settled on any objects different from the actors, the furniture system won't check for furnitures and will use that object instead of course if the object is a supported furniture you will see the furniture animations.

 

Also take in consideration that not all the Furnitures are supported, for example I'm adding and testing the furnitures of Campfire just now and the chair's without Front entry aren't supported anymore because are usually placed on table's and cause clipping issues.

 

 

Send me the "Papyrus.0.log"

 

 

Edited by OsmelMC
Posted
8 hours ago, OsmelMC said:

I'm using the "Papyrus Tweak NG" and my new furniture system without issues and everything works even better with the tweak enabled.

 

The furniture system try to use furnitures near the centerRef or the player but also depends of the way the scene is called by the external Mod. For example if the Paradise Hall set a centerRef on one of the actors, the furniture system will search furnitures only in a distance not bigger than one double bed size, if the center ref is settled on any objects different from the actors, the furniture system won't check for furnitures and will use that object instead of course if the object is a supported furniture you will see the furniture animations.

 

Also take in consideration that not all the Furnitures are supported, for example I'm adding and testing the furnitures of Campfire just now and the chair's without Front entry aren't supported anymore because are usually placed on table's and cause clipping issues.

 

 

Send me the "Papyrus.0.log"

 

 

Thank you! Here it is.

Papyrus.0.log

Posted (edited)
50 minutes ago, aulton1968 said:

You almost don't have animations or you have to "Clean the Animations CACHE" on the last page of the SexLab MCM.

 

I only see on the logs the same search for animations with "Aggressive" or "Forced" tags and return only 94 animations. Between those animation only find the "Pillory" tag so unless you can see a Pillory near you won't get any furniture animation for that scene.

 

Also the animation "Anubs x Pillory" don't seem to have the right furniture tags because was ignored by the filters. If "Anubs x Pillory"is really a Pillory animation should include the tags "Furniture, Pillory" but first make sure that is really for a Pillory because some times the author's confuse "Pillory" with "Yokes" that looks similar but are very different (the Yoke is a device to wear like an armor, and the Pillory is a furniture that can't be moved)

Edited by OsmelMC
Posted

Thank you, OsmelMC for the great mod.

I just have backed to skyrim recently and tried hundred of mods and I am facing a lot of CTD and script lag right now until I used your mod.

I dug through the forums and see SL Eager NPC scan to much and it leads to script lag. I had to turn it off and only used, your mod OSL aroused, ABMM, Sexlab Relation ship Dialogue system, RDO, conditional Expression extended with follower tweak, NFF follower tweak, BBLS mod, AA plus, Sexlab Defeat (I'm using 5.3.6), and , Devious device 5.1, ZAZ animation, Baka, Billy, toy animation, PAH)

Right now facing some lag script (delay interactive with door, slow when opens menu, high script latency ms (around 1000ms), etc..) after loading agian. It took around 1 minute to load mods when go in cities. Some time it take long time to load in Whiterun. Now I have to keep looking for good stable mods and load order again.

My questions are

- Do I need to use Old sexlab aroused or still using OSL aroused?

- If i can use OSL aroused, do I need use your aroused patch.?

- Is conditional Expression extended compatibility with your mod? 

It's frustrate to have to do over again for stable game through (When I discovered your mod, I made 3th new game and could go through to finished most Whiterun's questline). Now facing some script lag again especially when there are NPCs around.

Posted (edited)

@wolfmask1402

My Tweak's on this page are for many Mod and usually are not related each other.

 

My tweak for SL Aroused is just for the original Mod or the Baka Edition like said on the page description, some of the fixes on this tweak already exist on another's versions of the Aroused Mods so are not longer required.

I don't use OSLAroused but seems to be very heavy. OSLAroused is for those that play with OSex and SexLab at the same time is to avoid you the stress of two different Aroused Mods. If you don't have OSex better stay with one of the SLAroused. I'm currently using the "SexLab Aroused Extended" that comes with some extra options and y want to try the "SLAroused Modular" that seems to come with more options.

 

My recommendation for the Aroused Mods in general, is increase the time between the cell scan's and keep options like "Required Ligne of Sight" and "Required naked actors to change arousal" both Enabled to reduce the stress of the papyrus. At first seems like nothing changes but after some time you start to notice the difference.

 

 

 

The Conditional Expressions on LoversLab come already patched for SexLab, but if you are using one of the Nexus versions you will need my patch for that version.

 

 

4 hours ago, wolfmask1402 said:

Sexlab Relation ship Dialogue system

"SexLab RSD" and many other Mods have few small errors on the scripts that cause some lag if aren't fixed. I keep my game very much free from errors on the logs but I don't make all my fixes public because most of the time i do a fast fix without check for the side effects of my fixes.

 

Somewhere on this discussion thread i posted my "Campfire & FrostFall" fixes and my "iNeeds" full setup, both mods are very heavy but is mostly for the errors on the scripts or use wrong patches, so if you are using those, better check for my fixes.

 

 

You can send me your "papyrus.0.log"

Edited by OsmelMC
Posted
27 minutes ago, OsmelMC said:

@wolfmask1402

 

I don't use OSLAroused but seems to be very heavy. OSLAroused is for those that play with OSex and SexLab at the same

 

Actually, OSL Aroused is very fast.  The core functionality is outside papyrusVM, in a SKSE64 Dynamic Linked Library plugin file, and the OAroused and SLAR files are integration/compatibility stubs. 

Spoiler
  • Performance - The core of the system is written in a native SKSE dll to reduce script load
    • There is no script polling or cloaks, any and all perimeter checks are run within native code.
    • All data is managed within the OSLAroused SKSE cosave, *not* Papyrus Utils. This allows for better state management, and players can clear all data at any point from within MCM. (Ie. Significantly reduces and user can solve co-save bloat that SL Aroused traditionally causes)

 

 

Posted
2 hours ago, safado said:

Actually, OSL Aroused is very fast.  The core functionality is outside papyrusVM, in a SKSE64 Dynamic Linked Library plugin file, and the OAroused and SLAR files are integration/compatibility stubs. 

Going to second this. It does the bulk of the work in SKSE and takes a lot of the load of the original SLA off. I don't use Osex but have it solely because it's faster and has nice additional features that other versions don't.

Posted

@OsmelMC

Thank you for answering may questions.

Send you Papyrus0.log its quite heavy @@ .

Try Turn off all Scan mod now. I went through my most list. Some are quite heavy script include Animation, dirty blood mod and better vampire. 

Do I need to use Wrye Bash Patch after installed all the mod I want.?

Thank you.

Papyrus.0.log

Posted (edited)
21 hours ago, OsmelMC said:

You almost don't have animations or you have to "Clean the Animations CACHE" on the last page of the SexLab MCM.

 

I only see on the logs the same search for animations with "Aggressive" or "Forced" tags and return only 94 animations. Between those animation only find the "Pillory" tag so unless you can see a Pillory near you won't get any furniture animation for that scene.

 

Also the animation "Anubs x Pillory" don't seem to have the right furniture tags because was ignored by the filters. If "Anubs x Pillory"is really a Pillory animation should include the tags "Furniture, Pillory" but first make sure that is really for a Pillory because some times the author's confuse "Pillory" with "Yokes" that looks similar but are very different (the Yoke is a device to wear like an armor, and the Pillory is a furniture that can't be moved)

Thanks for your help. The furniture animations are working now. I did the Clean Animations CACHE, toggled on a few more furniture animations in the aggressive animation toggle. Then just in case I took the npcs out of home sweet home and put them back in and switched around the couples.

Edited by aulton1968
Posted
16 hours ago, safado said:

Actually, OSL Aroused is very fast.  The core functionality is outside papyrusVM, in a SKSE64 Dynamic Linked Library plugin file, and the OAroused and SLAR files are integration/compatibility stubs. 

 

13 hours ago, TrickyK said:

Going to second this. It does the bulk of the work in SKSE and takes a lot of the load of the original SLA off. I don't use Osex but have it solely because it's faster and has nice additional features that other versions don't.

 

Like SLAX that also comes with the DLL file to reduce the stress on the papyrus, and have some extra options. 

 

The main difference is that OSLAroused is also compatible with OSex and of course is way better have just one aroused Mod instead of two.

 

By other side i have one report already that point to the OSLAroused taking too much resources on the load game. Of course I haven't confirmed yet. So unless you be using SexLab and OSex together, better stay with SLAX.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...