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5 hours ago, NoppaiKohai said:

I thought it was deal related and even paid off all my deals so none were active and was still getting hammered by it. May be related to me updating mid save borking it, but I just wanted to make sure it wasn't intended to town slut loop the poor dragonborn lol

There's nothing wrong with your game, it's just the mod doing something dumb. The timer is too short for when sex fires, some sex doesn't increment the counter that limits the event per day, and that path also plays sex twice. Perfect storm of minor defects results in really unimmersive experience for you. Or maybe it's perfectly fine, and the follower just wants to see you fucked to death for laughs?

 

I should have an update that stops it later today.

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16 hours ago, Lupine00 said:

Кажется, что простое сохранение моего ESP, когда SLS также загружен в CK, надежно испортит мой ESP!

Try to have SexlabSurvival.esp through TES5Edit to temporarily set the esm flag, then the Creation Kit will not break your mod. Then, when finished, the flag can be removed again.

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11 minutes ago, stas2503 said:

Hello, is the translation of the mod into Russian interesting? If necessary, I can send.

Do you mean MCM, or the actual ESP?

 

I'll assume you mean the MCM...

 

I'm happy to make translations available, but I don't have a good way of maintaining them when new strings are added.

My current approach is simply to copy English to every other language before I release.

Once I have a translation, I will have to ensure that new strings are added explicitly to the translated files.

 

I should probably make a program that does that automatically.

 

Anyway, for now, feel free to send, and I will simply upload the translation file by itself, so it can be updated separate from the main mod download.

 

Some text will not translate. The text boxes from the help text mainly, but one or two other spots too. For whatever reason they aren't handled by SKSE string mapping.

 

  

6 minutes ago, stas2503 said:

Try to have SexlabSurvival.esp through TES5Edit to temporarily set the esm flag, then the Creation Kit will not break your mod. Then, when finished, the flag can be removed again.

That may solve the problem. Good point.

 

Also, I love the https://www.loverslab.com/files/file/13653-kziitd-feitsh-set-bdsm-maid-for-dd-enru/ - makes perfect sense. Alas DD5 though...

I like the idea of the other kziitd clean-up you did, but like the original, there is a confusing mass of files and I just look at it and think it will take too long to sort it all out.

 

 

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Quote

The only change (not just a fix) is that you can only dismiss a follower in a city streets area. You cannot dismiss in small towns, or in inns, or in player houses, etc. You can only dismiss in city streets - outside in any major city such as Whiterun or Solitude. This is specifically intended to block people from hiring a follower in a city to fulfill SLS toll requirements, then dismissing them after leaving. It also stops you hiring a follower in an inn, then dismissing them right there, right away, though there's no reason to stop that beyond immersion.


So... is this toggleable in the MCM? Cause if it isn't, please make it to be. If I understand this correctly, basically I can only dismiss followers out in the open streets of a walled city, that has its own loading screen. The issues with this, from the top of my head:

1) There are quests that doesn't allow followers, sometimes outside of towns. (Like one of the quests in Laura's Bondage Shop)  Now the only way I could start them is by completely disabling tolls in MCM, there's no in-game way to work around it.

 

2) Generally it's a good idea to dismiss followers close to their "home", otherwise they can get stuck, bug out and never arrive back home. This happened to me quite a few times over the years. Now, if I pick someone up, say Solstheim, I literally cannot dismiss them on the island at all, since it has no walled cities.

 

3) I found that having multiple followers can be... finicky. Sometimes one of them bugs out and stops following, they block you in a corner and refuse to move because they block each other too, and so on. So, I always kick out the old follower right before I'd pick up a new one.

 

4) With my game being script heavy as is, for stability reasons I tend to refrain doing any changes in open streets and really busy inns. I always use script-laden dialogues in player housing or small caves with no NPCs in them. I find it less likely that something goes wrong this way.

5) Enforcing this feels... silly. Like, if people don't want to bother with the escort system, they can turn it off anyway. If they want an in-game way around it, you yourself suggest multiple mods that allow access to walled cities without going through tolls. There are always going to be ways to "exploit" this system, and that's fine. You have MCM toggles for much less intrusive aspects of the mod, why not for this? 

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46 minutes ago, Warfoki said:

Now the only way I could start them is by completely disabling tolls in MCM, there's no in-game way to work around it.

You can disable the requirement for a follower to leave a city in SLS, so that doesn't mean you must disable tolls entirely.

Tolls and the follower requirement are managed separately in SLS.

 

46 minutes ago, Warfoki said:

So... is this toggleable in the MCM?

It isn't. It will be an option in a near future update. I think, for now, it's better in than out, so I put it in, even though I didn't have time to do the MCM work right now ... for reasons. See above.

 

The amount of pain it causes is fairly modest, and deliberate. I guess I want to see whether the default should be restricted dismiss or not. Or whether it's simply so hated a feature that I may as well simply remove it again instead of wasting time on its MCM entry. I've wanted this feature for ages, and simply kept forgetting about it. I forgot about it back in 2.13.3 too, but finally I remembered it at the last moment. Yay!

 

Also, I am planning to add a list of additional approved dismiss locations that will at least include the main city inns and vanilla player homes. Maybe, the smaller inns. Maybe not. In a luxury future reality you might be able to add or remove an exception for the current location in the MCM. Possibly that's overkill, and totally defeats the point of having the feature at all.

 

It's the old adage... "Features are easy, polish takes time."

 

 

46 minutes ago, Warfoki said:

1) There are quests that doesn't allow followers, sometimes outside of towns.

How is that even relevant? See above. SLS, and DF don't oblige you to have a follower (actually DF may, but again, see PAUSE).

You selected that configuration yourself.

Of course DF doesn't do anything without a follower. 

Also, you can PAUSE DF if you want to do Laura's Bondage shop quests etc.

(Though personally, I find that limitation of LBS a bit tiresome).

Either way, it's only an issue if you configure it to be an issue in SLS.

 

 

46 minutes ago, Warfoki said:

2) Generally it's a good idea to dismiss followers close to their "home", otherwise they can get stuck, bug out and never arrive back home.

I agree with the latter part, but not so much the first part. If I'm dismissing a follower I'm probably done with them and they can fall down a sink hole for all I care. There are exceptions, but you can simply re-home them anyway. For the most part, this has no relevance to this feature anyway. Most followers are located in a city, though a few are located in places like Nightgate Inn or Riverwood (you can always move them too).

 

 

46 minutes ago, Warfoki said:

3) I found that having multiple followers can be... finicky.

I suggest not using more than one then. That's not really anything specific to DF (or this feature) either.

Using me as a punching bag for all your complaints about Skyrim followers seems a little unnecessary.

 

 

46 minutes ago, Warfoki said:

4) With my game being script heavy as is, for stability reasons I tend to refrain doing any changes in open streets and really busy inns.

?

Having been down that road, I recommend the free-and-easy feeling that comes with removing a ton of mods that do nothing for your game about 99% of the time.

I guess you could also remove DF if this tiny inconvenience disturbs you so greatly.

Perhaps, in a few weeks you could reinstall it, once the feature is optional, and it has the other polish aspects it deserves and that suit your demanding requirements?

 

 

46 minutes ago, Warfoki said:

5) Enforcing this feels... silly. Like, if people don't want to bother with the escort system, they can turn it off anyway.

You know this, so why did you suggest you can't earlier? I'm lost.

 

 

While you're in the business of asking about things that can't be turned off in mods that are really, really annoying and unnecessary ... pop over to the DD forum and ask why the animation filter can't be disabled like it could be in the past, and why it isn't possible to stop DD from trashing the player controls mask?

 

I guess people have their reasons.

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@Lupine00 I also have a concern about the restriction on where a follower can be dismissed.

 

The Solstheim issue is a problem. I typically recruit followers in inns and I return to the same inn to dismiss them, so I know where to find them.

 

Does this dismissal restriction apply to any follower, or only apply to the devious follower?

 

Like @Warfoki suggested, an MCM toggle would be appreciated.

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22 minutes ago, Herowynne said:

Does this dismissal restriction apply to any follower, or only apply to the devious follower?

It only applies to devious followers. But as noted there are ways of not losing your followers and setting them to live wherever you like; which is much more convenient than travelling to another land just to dismiss them next to their bed. Also, more or less every non-vanilla follower is trivial to resurrect.

 

This feels a bit storm in teacup to me. I guess I better not say any more about it, or I'll have spent more time writing about it than it would take me to add the MCM option.

 

Another choice is not to take the latest update, disable the slut deal and hope you never get enslaved, or if you do, stay that way for ages to properly test that it's working reliably. Then there will either be an MCM option, or the feature removed, when you really need to update.

 

Given that the only responses to this have been DO NOT LIKE, it's probably something I'll just remove, or only enable with a "secret" global.

 

 

Also. You can PAUSE and dismiss a devious follower, then recall them later with UNPAUSE.

 

It's very convenient. If it doesn't work properly for you, let me know.

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7 hours ago, Lupine00 said:

 

I should have an update that stops it later today.

 

Thanks for the hard work!

 

One more bug related to that "Follower interrupts" event, it ignores chastity devices so even if you are in full chastity it will just keep right going. In fact, it even seems to do it if the *other* person is in full chastity too lol

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16 minutes ago, NoppaiKohai said:

One more bug related to that "Follower interrupts" event, it ignores chastity devices so even if you are in full chastity it will just keep right going. In fact, it even seems to do it if the *other* person is in full chastity too lol

The other person isn't checked at all.

An interesting point for the sex-partner scanner.

 

The PC should be checked, and if you're in full chastity, it should fail without playing any sex.

That was changed a while back so that it makes a best effort (instead of no effort).

If you have any opening available, it should try for a valid animation on that orifice.

Some chastity belts have a rear opening. Sometimes animations tagged anal, may also contain oral or something else that looks wrong.

Animation tagging is typically pretty useless.

I put in some checks for DFC, so it's better than nothing, but it's using a tag-driven approach and a simple model of chastity devices - less complex than SLD - so it's certainly not flawless, but no mod is in this respect.

 

If you think it's doing something different to this, you should provide the ID of the belt your PC is wearing that is ignored, or preferably, all the items that resulted in full chastity.

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...Why in the world are you this aggressively dismissive towards me? I wasn't trying to be rude or disrespectful, I simply offered a point of criticism with, i think, fair points to support it. This wasn't an attack on you or anything of the sort. Now, if you notice that I'm being a lot more... sarcastic in this follow-up... well, I'm not one to shy away from picking up the glove thrown in my face.

But to answer your points:

 

Quote

You can disable the requirement for a follower to leave a city in SLS, so that doesn't mean you must disable tolls entirely.

Tolls and the follower requirement are managed separately in SLS.


While you are correct, my point stands that it requires overly broad MCM toggling still. 

 

Quote

Also, you can PAUSE DF if you want to do Laura's Bondage shop quests etc.

Oh, right, I can pause the functions of two mods, to disable a single, very specific function that wasn't there before. That's a bit excessive. Also, if you have a lot of mods, generally switching them on and off on the regular can and will cause scripting errors, where certain processes won't properly turn off and on again, especially with older save files that already have a script lag. So, I prefer NOT to do that, usually if I would have to do that with a mod, I just... not install them.


 

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If I'm dismissing a follower I'm probably done with them and they can fall down a sink hole for all I care.


Insert classic Big Lebowski quote here about that just being your opinion. I don't play that way for one. Of course, you don't have to do anything with your own mod to accommodate how I play it, it's your mod after all, but that doesn't make my point of criticism any less valid. 

 

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I suggest not using more than one then. That's not really anything specific to DF (or this feature) either.


You know exactly why I brought this up as a point, being dishonestly dismissive doesn't refute my point, if anything, it supports it. Also, I wasn't using you as a "punching bag". Trust me, if I wanted to be abrasive on purpose, that would have looked a lot differently.

 

Quote

Having been down that road, I recommend the free-and-easy feeling that comes with removing a ton of mods that do nothing for your game about 99% of the time.

I guess you could also remove DF if this tiny inconvenience disturbs you so greatly.

Perhaps, in a few weeks you could reinstall it, once the feature is optional, and it has the other polish aspects it deserves and that suit your demanding requirements?


Did someone piss in your cereal in the morning mate? I could provide counterjabs to sarcastically piss you off on purpose, but honestly, I'm just baffled as to why in the world are you this... unpleasant, to put it mildly, towards me. I never said I didn't like your mod or wanted to uninstall it. If that would be the case, why on earth would I even bother writing it? Also "demanding requirement"? Really? All I mentioned is that thsi new feature should have an MCM setting, since it's more intrusive than a lot of features that already do have one. As for he whole "well, I was going to make an MCM setting anyway" argument: I'm not a mind reader and you never mentioned that anywhere mate. I wouldn't have posted any of this if you had.

 

Quote

You know this, so why did you suggest you can't earlier? I'm lost.

 

You are either dense or dishonest if you are seriously asking this. Because, maybe, just maybe, I don't want to install an extensive new mod just to circumvent a feature that I didn't need to circumvent before?

Honestly, I provided honest feedback with no malice or ill will. What I got, was an abrasive, dismissive, sarcastic and outright hostile mockery. You are, of course, not obligated to care about my opinion or do anything about. However, I'm also not obligated to take your nastiness lying down and I will not do so.

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23 minutes ago, Warfoki said:

Honestly, I provided honest feedback with no malice or ill will.

And a tone that I could use to strip paint, or maybe using for pickling. No, that's not quite right, because there was a definite chili flavor there, and more of the habanero than the jalapeno.

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1 hour ago, Lupine00 said:

 

If you think it's doing something different to this, you should provide the ID of the belt your PC is wearing that is ignored, or preferably, all the items that resulted in full chastity.

 

Ah, it could be the ring gag, but the other sex and rape attempts don't work with my current set up, it's only the follower interrupts type. 

 

I just tested with this set up  where I have Iron chain bra + Iron Chastity Belt + Iron Gag Ring and the dialogue where you talk to someone and they rape you for being chained up (pretty positive this dialogue is from Cursed Loot) fails and says you are in chastity.  

The Follower interupts one does go through although now that I think about it, it seems to always be a mouth focused act so you might be right and it's using the ring gag opening 

 

image.png.2c5b9e4f0c1611da69ef63a12a06fedd.png

 

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1 hour ago, Lupine00 said:

And a tone that I could use to strip paint, or maybe using for pickling. No, that's not quite right, because there was a definite chili flavor there, and more of the habanero than the jalapeno.

 

Well, you have a... vivid imagination is all I can say to that. But, I suppose I can accept your implied apology. :P 

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1 hour ago, NoppaiKohai said:

it could be the ring gag

Ring gags are definitely considered sexable.

 

All single-partner sex goes through the same mechanism, unless it's "consensual", in which case it's a bit different.

 

That's probably limited to situations where you're having sex with the follower due to it being your only chance to cum, but that's just a guess.

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28 minutes ago, stas2503 said:

Please update archive with the translation.

It's done.

 

You can easily check you really have 2.13.4 if it has the correct version number on the MCM stats page.

It should also have the version in the ESP if you check with Tes5Edit and look at the header.

 

Now I have fixed the script I hadn't updated since the days of my old dev-machine, that I used in releasing, and which for historical reasons required the source directory to be set in three places - one of which I forgot to update - causing it to re-release 2.12.3.

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13 hours ago, Lupine00 said:

Also, I love the https://www.loverslab.com/files/file/13653-kziitd-feitsh-set-bdsm-maid-for-dd-enru/ - makes perfect sense. Alas DD5 though...

I like the idea of the other kziitd clean-up you did, but like the original, there is a confusing mass of files and I just look at it and think it will take too long to sort it all out.

 

 

I have concerns with using that for the maid idea (Assuming that's what it's in relation to). Namely that there doesn't appear to be a CBBE SE conversion for the outfit, and there's a good number of us I think that do play SE. :(

Obviously, there's always the chance someone will convert it by the time you even reach that point, but in the mean time, it's my opinion that it would alienate less mod users if an alternative was considered.

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It'd be a nice luxury feature to let the player define the maid outfit in the MCM - something like "register current outfit as maid outfit". Different people have different tastes, and different playthroughs can go for different flavours as well. It also means there's no "maintain dependencies" headache for @Lupine00. If I want (for example) a 3BA HDT-SMP sexy Santa-Claus outfit for my maid outfit (I don't, but say I did), it's up to me find it, include it in my load order and register it. No need to bother anyone else about it.

 

Personally I'm not super interested in anime-style maid sex-uniforms (while acknowledging that they're great for some people), but I can see myself enjoying this feature immensely - especially if I can fine tune the uniform to suit my interests at any given moment (which mostly would tend towards "lore friendly" outfits whether highly sexualized or not).

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2 minutes ago, Anunya said:

It'd be a nice luxury feature to let the player define the maid outfit in the MCM - something like "register current outfit as maid outfit". Different people have different tastes, and different playthroughs can go for different flavours as well. It also means there's no "maintain dependencies" headache for @Lupine00. If I want (for example) a 3BA HDT-SMP sexy Santa-Claus outfit for my maid outfit (I don't, but say I did), it's up to me find it, include it in my load order and register it. No need to bother anyone else about it.

 

Personally I'm not super interested in anime-style maid sex-uniforms (while acknowledging that they're great for some people), but I can see myself enjoying this feature immensely - especially if I can fine tune the uniform to suit my interests at any given moment (which mostly would tend towards "lore friendly" outfits whether highly sexualized or not).

100% this. I can probably find a suitable outfit for my tastes if I have to register it myself in the MCM, but if it's a predefined outfit, then that means that entire part of DF hinges on another creator's work, and if they don't play SE for example, or there are genuine incompatibilities due to changes in other mods, then that has the potential to lock players out of otherwise amazing content.

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