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Posted
11 hours ago, DSHV said:

I guess it's because of a low relationship rank with him. Or, for some reason, the fractions of a potential follower removed for him.

In the description, under More details:.

Steal the key from him, or bring him Nord Mead, or bring him the seal from the Jarl's chambers.

No concrete date.

Yes, this is really difficult to do due to the fact that the spouse can be different NPCs. The use of the Spouse Alias has already broken the marriage.

Maybe make it so it's not dependent on various NPC spouses? And focus on popular companions like Lydia or Serana when it comes to cuckold? I am sure cuck lovers would be interested in that and it would be easier for you to create a story based on just one or a few characters. Also, how does one install this mod? I am new, so I am sorry for my dumb question! I have Vortex and everything, I dropped the latest file into it but it's not working, are there any specific steps?

Posted

I completed Underground Slave Fights. But the quest still exists, so I should go to bandit’s dens? (Lyusian will train you by undressing in bandit’s dens)

Posted

can someone help me, when I wear the stormwhore helmet my head goes missing for some reason (i got the helmet through add items mod)

Posted

hello is it possible to speak again to tardos (dawnguard addon) if he left without giving a quest?
I tried with the command setstage AAAPawn 10 but it no longer appears

Posted

Can someone tell me, are you actually meant to get pierced in AAATOHNewHoles because nothing happens no changes at all. Am i missing something should we have a mod that has piercing stuff like slave tats??

Posted (edited)
On 5/15/2023 at 11:21 PM, Idynian said:

So I was wondering, what exactly does the squeamish toggle actually change?

seconding this question, I recall spending some time with this mod about a year ago across a couple different characters and can't actually recall a single thing I observed that was different with this toggle on

 

Actually, thinking about it more and looking through the quests and so on again I recall I couldn't even seem to get the option in the MCM to visibly stick and as a side effect I had absolutely no idea if it was ever even on.

Edited by gegrafsd
Posted
On 5/19/2023 at 8:20 PM, gegrafsd said:

seconding this question, I recall spending some time with this mod about a year ago across a couple different characters and can't actually recall a single thing I observed that was different with this toggle on

 

Actually, thinking about it more and looking through the quests and so on again I recall I couldn't even seem to get the option in the MCM to visibly stick and as a side effect I had absolutely no idea if it was ever even on.

It turns off the more "nasty" quests, stuff like verbose descriptions of rimming etc. Not sure how far it goes in turning off content, but I'm pretty sure it just turns off at least whole quests at a time or maybe even whole questlines. Lydia quests would be one of them for sure.

Posted (edited)

So I've been updating the dialogue for proper English and it's been 2 months so far.  I'm 90% complete with the initial dialogue pass but then took a break to play xcom for a bit.  I'm uploading what I have now in case I can't finish this and someone else would like to give it a go. 

 

After I completed the dialogue, I wanted to go back and make a second patch with all action sequences removed so as to better work with voice generation since it's also very weird to have an NPC narrate punching you in the face and you passing out.  Organizing from editor ID, I made it all the way down to the Whiterun signpost, which was quite the feat.  There are of course, probably errors in spelling and grammar as this was just the initial pass. 

 

What I've done to it:

1. Added punctuation to every line, which is mostly just periods to player said sentences as this matches how the game delivers these lines.

2. Changed all past tense to present tense as it made sense as it's happening right now.  So it's no longer Bruiser punched you, it's now Bruiser punches you.

3. Removed all references to minet, as I couldn't quite figure out what that meant.  Google wasn't too helpful with the definition in the context in which it was used.

4. Separated large dialogue chains so that spoken dialogue won't pause in the middle of a sentence at an odd place.  Not needed when reading dialogue but it's jarring with spoken lines.

5. Generally tried to improve the dialogue.

 

Reading through all of this dialogue, I quite enjoy all the characters, except Bruiser.  I want to murder him/her in the most obscene way possible.  And I eventually plan on progressing through his quests to make his final murder that much more satisfying =D.  Anyway, thank you to DSHV for all his hard work!

New version here:

https://www.loverslab.com/topic/130300-troubles-of-heroine/?do=findComment&comment=4126314

 

Edited by quietlychamil
Posted
1 hour ago, quietlychamil said:

3. Removed all references to minet, as I couldn't quite figure out what that meant.  Google wasn't too helpful with the definition in the context in which it was used. 

Minet is translated from the russian word минет which roughly means blowjob or french-style sex (kek)

Posted

hello is it possible to speak again to tardos (dawnguard addon) if he left without giving a quest?
I tried with the command setstage AAAPawn 10 but it no longer appears

Posted (edited)
On 4/21/2023 at 4:16 PM, throatdeep said:

Thank you for the merge!

I noticed that there is resource problem in it.

You merged mod underthe new esp name, and meshes, sound and texture resources was dumped into /troublesofheroineSE.esp subfolders. And that is the problem with facegen meshes and textures specifically. Every head mesh links to the texture like on the screenshot:

image.png.c30a752bd57c14dc3e94fbfbed7b3e7c.png

As you can see, there is old path here. To fix that you should have run faceger re-generation for mod NPCs, but I don't think that is best solution, since it can be dependent from faceparts and textures you have in your installed modifications, so better way is to preserve original folders structure in the merge and name it just like original file: "troublesofheroine.esp"

Addons facegen files (textures folder, specifically, will be still required) from mod download page will still be required, as head nifs from addons are linked to textures in troublesofheroineDG.esp, troublesofheroineDB.esp, etc, subfolders.

Edited by Iroha
Posted
7 hours ago, quietlychamil said:

So I've been updating the dialogue for proper English and it's been 2 months so far.  I'm 90% complete with the initial dialogue pass but then took a break to play xcom for a bit.  I'm uploading what I have now in case I can't finish this and someone else would like to give it a go. 

 

After I completed the dialogue, I wanted to go back and make a second patch with all action sequences removed so as to better work with voice generation since it's also very weird to have an NPC narrate punching you in the face and you passing out.  Organizing from editor ID, I made it all the way down to the Whiterun signpost, which was quite the feat.  There are of course, probably errors in spelling and grammar as this was just the initial pass. 

 

What I've done to it:

1. Added punctuation to every line, which is mostly just periods to player said sentences as this matches how the game delivers these lines.

2. Changed all past tense to present tense as it made sense as it's happening right now.  So it's no longer Bruiser punched you, it's now Bruiser punches you.

3. Removed all references to minet, as I couldn't quite figure out what that meant.  Google wasn't too helpful with the definition in the context in which it was used.

4. Separated large dialogue chains so that spoken dialogue won't pause in the middle of a sentence at an odd place.  Not needed when reading dialogue but it's jarring with spoken lines.

5. Generally tried to improve the dialogue.

 

Reading through all of this dialogue, I quite enjoy all the characters, except Bruiser.  I want to murder him/her in the most obscene way possible.  And I eventually plan on progressing through his quests to make his final murder that much more satisfying =D.  Anyway, thank you to DSHV for all his hard work!

troublesofheroine - Patch.esp 4.75 MB · 5 downloads

This encourages me to go through quests again, e.g. Jordis ^^

Posted
7 hours ago, Iroha said:

Thank you for the merge!

I noticed that there is resource problem in it.

You merged mod underthe new esp name, and meshes, sound and texture resources was dumped into /troublesofheroineSE.esp subfolders. And that is the problem with facegen meshes and textures specifically. Every head mesh links to the texture like on the screenshot:

image.png.c30a752bd57c14dc3e94fbfbed7b3e7c.png

As you can see, there is old path here. To fix that you should have run faceger re-generation for mod NPCs, but I don't think that is best solution, since it can be dependent from faceparts and textures you have in your installed modifications, so better way is to preserve original folders structure in the merge and name it just like original file: "troublesofheroine.esp"

Addons facegen files (textures folder, specifically, will be still required) from mod download page will still be required, as head nifs from addons are linked to textures in troublesofheroineDG.esp, troublesofheroineDB.esp, etc, subfolders.

Do you even need merged now that there is the patch?

 

Posted
12 hours ago, quietlychamil said:

So I've been updating the dialogue for proper English and it's been 2 months so far.  I'm 90% complete with the initial dialogue pass but then took a break to play xcom for a bit.  I'm uploading what I have now in case I can't finish this and someone else would like to give it a go. 

 

After I completed the dialogue, I wanted to go back and make a second patch with all action sequences removed so as to better work with voice generation since it's also very weird to have an NPC narrate punching you in the face and you passing out.  Organizing from editor ID, I made it all the way down to the Whiterun signpost, which was quite the feat.  There are of course, probably errors in spelling and grammar as this was just the initial pass. 

 

What I've done to it:

1. Added punctuation to every line, which is mostly just periods to player said sentences as this matches how the game delivers these lines.

2. Changed all past tense to present tense as it made sense as it's happening right now.  So it's no longer Bruiser punched you, it's now Bruiser punches you.

3. Removed all references to minet, as I couldn't quite figure out what that meant.  Google wasn't too helpful with the definition in the context in which it was used.

4. Separated large dialogue chains so that spoken dialogue won't pause in the middle of a sentence at an odd place.  Not needed when reading dialogue but it's jarring with spoken lines.

5. Generally tried to improve the dialogue.

 

Reading through all of this dialogue, I quite enjoy all the characters, except Bruiser.  I want to murder him/her in the most obscene way possible.  And I eventually plan on progressing through his quests to make his final murder that much more satisfying =D.  Anyway, thank you to DSHV for all his hard work!

troublesofheroine - Patch.esp 4.75 MB · 7 downloads

I r gud with words ... give me a few lines and I can probably extract it's meaning.

 

 

Posted
12 hours ago, quietlychamil said:

So I've been updating the dialogue for proper English and it's been 2 months so far.  I'm 90% complete with the initial dialogue pass but then took a break to play xcom for a bit.  I'm uploading what I have now in case I can't finish this and someone else would like to give it a go. 

 

After I completed the dialogue, I wanted to go back and make a second patch with all action sequences removed so as to better work with voice generation since it's also very weird to have an NPC narrate punching you in the face and you passing out.  Organizing from editor ID, I made it all the way down to the Whiterun signpost, which was quite the feat.  There are of course, probably errors in spelling and grammar as this was just the initial pass. 

 

What I've done to it:

1. Added punctuation to every line, which is mostly just periods to player said sentences as this matches how the game delivers these lines.

2. Changed all past tense to present tense as it made sense as it's happening right now.  So it's no longer Bruiser punched you, it's now Bruiser punches you.

3. Removed all references to minet, as I couldn't quite figure out what that meant.  Google wasn't too helpful with the definition in the context in which it was used.

4. Separated large dialogue chains so that spoken dialogue won't pause in the middle of a sentence at an odd place.  Not needed when reading dialogue but it's jarring with spoken lines.

5. Generally tried to improve the dialogue.

 

Reading through all of this dialogue, I quite enjoy all the characters, except Bruiser.  I want to murder him/her in the most obscene way possible.  And I eventually plan on progressing through his quests to make his final murder that much more satisfying =D.  Anyway, thank you to DSHV for all his hard work!

troublesofheroine - Patch.esp 4.75 MB · 8 downloads

Thank you so much but how can I make this into a vortex mod or ? I tired replacing the default esp with yours and it created a plugin call loop... This is one level deeper into modding than I am yet :(

 

Posted
13 hours ago, In5inite said:

Thank you so much but how can I make this into a vortex mod or ? I tired replacing the default esp with yours and it created a plugin call loop... This is one level deeper into modding than I am yet :(

 


Sorry, I know nothing about vortex.  My patch is all dialogue and a few character edits so npcs have the right voice type.  You wouldn't be able to replace the esp.  But I guess the easiest thing to do would be to open it up with xedit and just copy all the lines over.

 

 

Posted
32 minutes ago, quietlychamil said:


Sorry, I know nothing about vortex.  My patch is all dialogue and a few character edits so npcs have the right voice type.  You wouldn't be able to replace the esp.  But I guess the easiest thing to do would be to open it up with xedit and just copy all the lines over.

 

 

Suppose it is time to dive deep and try to learn xedit... 

 

Thanks again.

Posted

 

On 5/18/2023 at 10:22 AM, kevindevon said:

Can you please tell me why Bruiser isn't going to forgotton retreat i even had him as follower dismissed him at forgotton retreat and he went back to riverwood.

Is Hired: Brute quest completed? It should have a new behavior package.

You need finish Carlotta's quest.

I don't know why this is closed, it's not because of the mod.

Press jump button to stop kneeling.

On 5/19/2023 at 2:49 PM, Serarui said:

But the quest still exists

I don't remember but the quest may not have been finished.

On 5/19/2023 at 6:35 PM, ender_6 said:

can someone help me, when I wear the stormwhore helmet my head goes missing for some reason

This is using the normal stormcloak helmet model.

On 5/19/2023 at 8:23 PM, demonio22ace said:

hello is it possible to speak again to tardos (dawnguard addon) if he left without giving a quest?

If you offend him, he will leave forever. This is a way to not start this quest. You can try to spawn him with the console, but there are several NPCs with his name that I use in different cases.

On 5/19/2023 at 8:33 PM, kevindevon said:

Can someone tell me, are you actually meant to get pierced in AAATOHNewHoles because nothing happens no changes at all.

No visuals, all in a head.

On 5/21/2023 at 11:32 AM, quietlychamil said:

So I've been updating the dialogue for proper English

Thank you. I added the link to the description.

11 hours ago, tazisname said:

is there like a walkthrough or faq for the quests?

Only More details: in the description.

Posted

one last question I do have about this mod and it's "spouses old friend" part. is there anyway for them to engage more than once if I go with the lover route? as it seems they do it just once and never again, figured I'd just ask incase I'm stupid and there's something I am missing lol

Posted
On 5/22/2023 at 10:06 AM, DSHV said:

 

No visuals, all in a head.

 

On 5/19/2023 at 2:03 PM, kevindevon said:

Can someone tell me, are you actually meant to get pierced in AAATOHNewHoles because nothing happens no changes at all. Am i missing something should we have a mod that has piercing stuff like slave tats??

 

I've been using this mod: https://www.nexusmods.com/skyrimspecialedition/mods/76879

and just adding them myself during that quest. Recommend this one as it's the best face piercing mod I found and has enough options that you can mostly match the description in the mod.

Posted

I was doing the doppelganger quest. Sigmund sour-milk part. I was at the point where I met a thug that told me they're associates. I told him something mean but the text went too fast, I couldn't read it. Screen went black, later I found Sigmund dead in the market. I assume that thug killed him? I got some of my money back from Sigmund but I expected a note or something to tell me where to go next, the quest didn't advance for me. It bugged out or do I need to do something?

Posted
On 5/23/2023 at 2:41 AM, KBeGaming said:

as it seems they do it just once and never again,

Yes, only once. Then it supposedly happens offscreen.

13 hours ago, rdhordes said:

tell me where to go next,

Yes, if we choose thugs, then you get rid of him, but don’t learn where to go next, so you’ll have to search the nearest locations. You can give him to the hunter for husbands or marry him yourself, then you can get the direction - Nightgate Inn.

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