Corsayr Posted December 6, 2020 Posted December 6, 2020 2 hours ago, gregaaz said: @Corsayr, thank you for all your hard work on this mod. In future releases, do you think it will be feasible to add toggles for each of the licenses, instead of only some of them? For my personal playthrough, I'm not really interested in using the weapons/armor/magic licenses, but I like the curfew system and want to use that. However, I don't see a way to turn off the aforementioned licenses other than, say, setting the perpetual license cost to a tiny amount of gold and just buying them. However, that's kind of a kludgey workaround and I think it would be easier to just have a toggle in the MCM? All I did was convert it to SE. Monoman1 is the author, and I think more dynamic on/off switches for the licenses is on his radar of things people want. But that list is massive and his time is limited so I wouldn't expect it soon. (or maybe it will happen in a few days? life is a rich tapestry! ?) A lot of times things that sound easy on the user side are considerably less easy on the programmer side. So for now just have to muddle through with the work around, and keep an eye here for updates. ?
gregaaz Posted December 7, 2020 Posted December 7, 2020 4 hours ago, Corsayr said: All I did was convert it to SE. Monoman1 is the author, and I think more dynamic on/off switches for the licenses is on his radar of things people want. But that list is massive and his time is limited so I wouldn't expect it soon. (or maybe it will happen in a few days? life is a rich tapestry! ?) A lot of times things that sound easy on the user side are considerably less easy on the programmer side. So for now just have to muddle through with the work around, and keep an eye here for updates. ? That makes sense, and I can understand the enhancement requests flooding out the Monoman's free time - just in the first couple days of dipping our toes into it, this mod is incredibly complex. It adds a lot of valuable features though, so I'm pretty sure the learning curve is worth it. Is there any sort of structured bug/enhancement tracker out there, or is this communication just handled through the main support thread?
Corsayr Posted December 7, 2020 Posted December 7, 2020 42 minutes ago, gregaaz said: Is there any sort of structured bug/enhancement tracker out there, or is this communication just handled through the main support thread? Just the main support thread. ?
Corsayr Posted December 7, 2020 Posted December 7, 2020 14 minutes ago, TheSurvibalist said: is a merged patch still needed Yup Specifically you need to ensure these items make it to the game: Racial special abilities Leveled container changes The process is really not as hard as it sounds, and once you work through it you will see it is pretty easy to do in xEdit.
Jcoolin Posted December 8, 2020 Posted December 8, 2020 On 11/21/2020 at 6:00 PM, nomkaz said: I'll be removing my upload very soon, in favor of Corsayr's SE conversion. This Support Thread will stay up. I downloaded this mod, seems to work great except when I try to go into Windhelm barracks to find a quartermaster to buy a license my game crashes. Anybody else had these problems? I'm not sure if it's all barracks that do this or just Windhelm barracks, I could just disable licenses but it's a bit of a disappointment to not be able to fully use the mod as intended.
Corsayr Posted December 8, 2020 Posted December 8, 2020 I have bought from Windhelm several times and have never crashed as a result At what point is the crash happening?
Jcoolin Posted December 8, 2020 Posted December 8, 2020 11 minutes ago, Corsayr said: I have bought from Windhelm several times and have never crashed as a result At what point is the crash happening? Lucky, for me I go into the barracks and load in but then right at the door entrance I might get two steps before it crashes if not sooner. I've also crashed when a guard tried to put me in jail though so maybe I have some conflicting mod
Corsayr Posted December 8, 2020 Posted December 8, 2020 32 minutes ago, Jcoolin said: Lucky, for me I go into the barracks and load in but then right at the door entrance I might get two steps before it crashes if not sooner. I've also crashed when a guard tried to put me in jail though so maybe I have some conflicting mod Do you have SSE Bug Fixes installed? If so after a crash it should generate a NetScriptFramework crash log Spoiler These can often be difficult to decipher, and have to be treated with a grain of salt because often they only show what just happened to be going on at the time of the crash and not the cause. But if the same thing shows up in the possible cause list every time then it will be something worth looking into
Jcoolin Posted December 8, 2020 Posted December 8, 2020 21 minutes ago, Corsayr said: Do you have SSE Bug Fixes installed? If so after a crash it should generate a NetScriptFramework crash log Reveal hidden contents These can often be difficult to decipher, and have to be treated with a grain of salt because often they only show what just happened to be going on at the time of the crash and not the cause. But if the same thing shows up in the possible cause list every time then it will be something worth looking into This mod didn't give me this type of folder style when I added it and I didn't see a crash log, I maybe need to change something. Google searches have shown me that people were having problems with Windhelms jail even in the vanilla version with no mods and also with people saying they were only getting crashes in Windhelm. Not sure what's wrong with the guard barracks, I don't recall going to their jail before though so maybe it was always messed up, the Windhelm barracks still crashed when I tested it with the mod disabled. I've seen things on the net that say it's the cells that's are crashing them, I tried out Whiterun's jail just now and it worked fine, haven't visited their barracks yet though. I tried to search for licenses but it seems that those are a quest command, if I could find the quest commands that would help since I really like Windhelm and this mod but it's quite conflicting if I can't buy a license since I just liked the idea of having checkpoints and patrols rather than getting my stuff taken.
Corsayr Posted December 8, 2020 Posted December 8, 2020 The NPCs that sell the licenses are generally in the walled cities barracks Like in Whiterun it is behind the tavern, and Solitude is downstairs in the building General Tullius is in.
Corsayr Posted December 8, 2020 Posted December 8, 2020 7 minutes ago, Jcoolin said: This mod didn't give me this type of folder style when I added it and I didn't see a crash log, I maybe need to change something. You have to go into the /Data/NetScriptFramework/Plugins/BugFixesSSE.config.txt also make sure you downloaded the requirement
Jcoolin Posted December 8, 2020 Posted December 8, 2020 20 minutes ago, Corsayr said: The NPCs that sell the licenses are generally in the walled cities barracks Like in Whiterun it is behind the tavern, and Solitude is downstairs in the building General Tullius is in. Yeah the ones I can get I definitely want to do the right way, quest commands have bailed me out of broken quests before though lol I had to use one yesterday for Blood on the Ice quest because Viola was non-existant and was bugged out, permanently under the ground when I tried to move her npc anywhere. 17 minutes ago, Corsayr said: You have to go into the /Data/NetScriptFramework/Plugins/BugFixesSSE.config.txt also make sure you downloaded the requirement It gave me some info about spells but that doesn't seem related to anything,
Jcoolin Posted December 8, 2020 Posted December 8, 2020 Actually now that I've bought a license from the Windhelm barracks I see that they are an item after all, I was thinking that you needed a license for each town but I perhaps got it confused with the toll settings for each town in MCM, bought licenses from Whiterun so it's all good now lol. Thanks for the help Edit: Now I'm running into the problem of being "evicted' from my house in Windhelm and I don't believe there's an option to disable evictions and I can't go to the barracks, -.-. What a mess this has caused. 2nd edit: Eventually I found for me the best option to avoid being permanently evicted with my Windhelm barracks glitch was to turn off licences as soon as I started the game up with a previous pre-eviction save file, I tried to travel to Whiterun from Windhelm to get licences and still got evicted so I turned off licences and the toll evasion for now. I will later on try to start up survival from a different city like Whiterun to get licences without the need to leave city gates which triggers the eviction, then test if I get evicted for traveling from one place to the other. Will update with a final edit later Last edit: Starting up Sexlab Survival in a different city and buying the licences without leaving city walls did the trick to stay out of trouble and travel less hassle free
Jcoolin Posted December 9, 2020 Posted December 9, 2020 The only problem I have now is that I've been getting the blue body paint when I have trauma enabled. I tried to change skee64.ini as I've found in this thread linked below, I deleted left middle back from the battle wounds folder, tried to reset textures and tried to reset/cycle by being attacked but it still turns blue. I also even tried to delete all body texture files and leave the face textures but the blue body paint still showed up. I can just disable trauma to keep it off but I do like this feature and hope to get it working, I don't think other mods for this trauma/mark/bruising purpose would work with this system as well outside of battle.
Xuvish Posted December 15, 2020 Posted December 15, 2020 So, I'm starting a new SSE game from scratch and wanted to try this mod again and noticed a couple of things. 1. The file has an updated date of 12/09 and when I click to download the dates on the downloads show 11/19 for the main file and 11/30 for the tongues. What was updated? 2. The were other files in the downloads before such as the Sex Lab Survival TWAB With Bikini Keyword and another file for SD no strip or something like that. Do we still need those files?
Corsayr Posted December 15, 2020 Posted December 15, 2020 47 minutes ago, Xuvish said: 1. The file has an updated date of 12/09 and when I click to download the dates on the downloads show 11/19 for the main file and 11/30 for the tongues. What was updated? The 12/09 date is just when I added the tongues file to the download section. The file already existed and had been posted in the comments area which is why its date proceeds the change date. 47 minutes ago, Xuvish said: 2. The were other files in the downloads before such as the Sex Lab Survival TWAB With Bikini Keyword and another file for SD no strip or something like that. Do we still need those files? The LE version has the TAWOBA keyworded file, I have not posted one for SSE (partly because there are multiple TAWOBA versions in SE the standard one and Sun's Remastered) It would not be too hard to do that I guess if people really need it. (keywording is super easy in xEdit) ****EDIT**** You can now find the keyworded versions of a few of the popular TAWOBA mod plugins on the description page for the SE version of SLS
Corsayr Posted December 15, 2020 Posted December 15, 2020 On 12/9/2020 at 9:34 AM, Jcoolin said: The only problem I have now is that I've been getting the blue body paint when I have trauma enabled. I tried to change skee64.ini as I've found in this thread linked below, I deleted left middle back from the battle wounds folder, tried to reset textures and tried to reset/cycle by being attacked but it still turns blue. I also even tried to delete all body texture files and leave the face textures but the blue body paint still showed up. I can just disable trauma to keep it off but I do like this feature and hope to get it working, I don't think other mods for this trauma/mark/bruising purpose would work with this system as well outside of battle. This is a known issue atm, it appears to happen as a result of script delay when cycling through the traumas. (When your trauma slots fill up 12 slots it will replace a slot with a new slot as you get more traumas. This is when the blank trauma appears to be happening.) The quick fix is to just open showracemenu and go to the body overlays section and find the blank one, select it and hit the 'E' (choose texture) and change it to the default. This is what I think causes it anyway... MM1 is aware of the issue. Hopefully a fix will be available soon. ?
Geehral Posted December 17, 2020 Posted December 17, 2020 @Corsayr if i use the mysterious potion in se its cause a CTD i cant find something importent in papyrus log. i drink it wait 1 hour all fine, i waited another hours CTD just in case i missed something i post my log here i use xp32 skeleton and 3bbb amazing body (i think its using a wrong bone/slider) *edit before u complain dont drink cheated potions i wanted to test it and this is the result Papyrus.0.log
Corsayr Posted December 17, 2020 Posted December 17, 2020 6 hours ago, Geehral said: @Corsayr if i use the mysterious potion in se its cause a CTD i cant find something importent in papyrus log. i drink it wait 1 hour all fine, i waited another hours CTD just in case i missed something i post my log here i use xp32 skeleton and 3bbb amazing body (i think its using a wrong bone/slider) *edit before u complain dont drink cheated potions i wanted to test it and this is the result Papyrus.0.log 250.74 kB · 0 downloads Looking at the papyrus there are some nemesis errors with animations calls right after, but it's hard to say if those are the problem. Inflation stuff is always a bit of a crap shoot which is why I try to avoid it. ? Do you have Bug Fixes SSE installed? If yes can you post the .Net crash log?
Geehral Posted December 17, 2020 Posted December 17, 2020 4 hours ago, Corsayr said: Looking at the papyrus there are some nemesis errors with animations calls right after, but it's hard to say if those are the problem. Inflation stuff is always a bit of a crap shoot which is why I try to avoid it. ? Do you have Bug Fixes SSE installed? If yes can you post the .Net crash log? i have but no file is generated for the crashes from the potion
Corsayr Posted December 17, 2020 Posted December 17, 2020 9 minutes ago, Geehral said: i have but no file is generated for the crashes from the potion That's odd. It has never failed to generate a log for me on any crash.
Geehral Posted December 18, 2020 Posted December 18, 2020 1 hour ago, Corsayr said: That's odd. It has never failed to generate a log for me on any crash. i solved it more or less i started new game waited until all messages run trough and drunk the potion (nothing configured or something) its worked without ctd so its look like something is messed up in my save (i updated from 0.5xx) 1
Alsteif Posted December 22, 2020 Posted December 22, 2020 Hello! I have a rather... strange problem. And i was wondering, if anyone maybe encountered it: any SL survival dialogue doesn't appear in the game. I go to the npc, and can start the conversation. I see the animation for said npc, i see that he is talking. But there is nothing. No message, no dialogue box. I can after a short reply reply to what he "said". And i can see my options normally, but nothing else. And it happens only with Sl survival related things. Like the toll collectors, for example. Edit: what i mean, is that there are no subtitles when npc's are speaking. And that it happens only when npc's are talking about things related to Sl survival.
SkyrimBewbie Posted December 24, 2020 Posted December 24, 2020 So how is the Fondle feature supposed to work with this? It's checked in the MCM, but it doesn't appear as an option for any creatures. I am using a Wabbajack pack called Dungeons and Deviousness, so it might be a conflict with the pack, but I was hoping someone could tell me what to expect. The question has been asked in the support Discord for this list, but it never got a reply.
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