Burensc Posted February 24, 2023 Posted February 24, 2023 2 hours ago, Encon4 said: you need the original plus the "smallertalk" to make it work Ok thanks
LesboIsBesto Posted April 10, 2024 Posted April 10, 2024 (edited) Like the idea of this quest but have some issues I ran into: 1. Dermot never came down for my caps 2. After some point in time, all sex stopped working. not just this mod's but all others I had like being able solicit via Soliciting or Strapon mods for example 3. Spare parts needs to be changed to scrap electronics cuz I had a hell of a time tryin to get that to drop or find it via the console when it doesnt exist & the sex stopped workin so no one would give me anything 4. i assume since Dermot never came for me that the collar wouldnt have exploded either. when I did manage to get it off, he also didnt care dat I escaped. 5. read into these forums & i assume whatever is meant to happen with the supposed feral ghouls deep in the sewers wouldnt have worked either. other than these bugs, i enjoy the premise of this mod & the time i had while it was working. I see that someone here also made a custom plugin that changes some stuff around it. is it still good & should I bother with that or not? Edited April 10, 2024 by LesboIsBesto
Zaraia0 Posted October 22, 2024 Posted October 22, 2024 (edited) On 4/10/2024 at 8:40 AM, LesboIsBesto said: Like the idea of this quest but have some issues I ran into: 1. Dermot never came down for my caps 2. After some point in time, all sex stopped working. not just this mod's but all others I had like being able solicit via Soliciting or Strapon mods for example 3. Spare parts needs to be changed to scrap electronics cuz I had a hell of a time tryin to get that to drop or find it via the console when it doesnt exist & the sex stopped workin so no one would give me anything 4. i assume since Dermot never came for me that the collar wouldnt have exploded either. when I did manage to get it off, he also didnt care dat I escaped. 5. read into these forums & i assume whatever is meant to happen with the supposed feral ghouls deep in the sewers wouldnt have worked either. other than these bugs, i enjoy the premise of this mod & the time i had while it was working. I see that someone here also made a custom plugin that changes some stuff around it. is it still good & should I bother with that or not? I just started playing this and didn't run into the same issues. 1. Dermot does come down for me. He comes in the morning through the Northwestern ladder to the Westside pawn shop, every second day I think. You can't miss him if you go wait for him in front of the ladder around 10 to 11 am. 2. This has happened to me a few times at random, but not with this mod. I think it's a Sexout issue, the only solution I found is to reload an older save. 3. There's also some things in the deeper sewers. 4. Yeah collar doesn't actually explode if you leave, sadly I have to roleplay that part. For me the only collar mod where it actually exploded was msex Fort Slavery. 5. I haven't tried this yet, but I got the ghoul pheromones and the effect does disappear after a day unlike some issues I saw mentioned when skimming this thread. Edited October 23, 2024 by Zaraia0
lendiforma Posted November 21, 2024 Posted November 21, 2024 (edited) Great mod overall, seems to be working fine, and I'm especially enjoying ChucksFeedAndSeed revised version, lots of much needed functions there One thing I found kinda frustrating though was doctor's services while playing with Wear and Tear and Spunk, basically W&T conditions deal damage to player and if medicine skill to low it renders 1 stimpack useless. Same goes for Radaway with Spunk, I think doc being a ghoul delivers a dose of rads by sex also killing the effect from one pack. (Or maybe not, I'm not sure, was playing with increased rads mods, things got kinda crazy there). So I tweaked a couple of his of dialogues to heal the player to full heath instead (not limbs hp only) and remove all rads, with usual doctor animations. I'll attach the esp in case anyone else finds it too hard as well. That's ChucksFeedAndSeed last patched esp which need the base mod SexoutSS_C_Revised.esp Edited November 21, 2024 by lendiforma 1
bicobus Posted November 22, 2024 Posted November 22, 2024 The whole point of the mod is to play a sewer rat, being at full health isn't intended. Pretty sure you can tweak W&T to not kill you right away in the context of this mod, and you should lower its damaging factor.
lendiforma Posted November 22, 2024 Posted November 22, 2024 7 hours ago, bicobus said: being at full health isn't intended maybe, I'm not saying I fixed smth, just that I found it too challenging with hardcore mods
mrgg34g Posted September 1, 2025 Posted September 1, 2025 I'm trying to figure out why the collar doesn't work in this and can't seem to figure it out after looking through all the scripts, it looks like should work, does anyone have and idea where should look scn SexoutSSSlaveToken float timer Begin GameMode if( playerRef.isSpellTarget SexoutSlaveryFreePlayer ) ; Because GameBryo is retarded and can't do things in the correct order. if(timer < 1) set timer to timer + getSecondsPassed return endif ListAddForm SexoutNGSafeClothes SexoutSlaverySlaveCollar set SexoutSlaveryPlayerQ.SlaveryID to 65549 set SexoutSlaveryPlayerQ.master to DermotRef set SexoutSlaveryPlayerQ.slaveryType to 4 set SexoutSlaveryPlayerQ.punishmentType to 2 set SexoutSlaveryPlayerQ.takeItems to 1 set SexoutSlaveryPlayerQ.stolenItemsContainer to "F35DF" set SexoutSlaveryPlayerQ.noWeapons to 1 set SexoutSlaveryPlayerQ.noClothes to 1 set SexoutSlaveryPlayerQ.noClothesDialog to SexoutSSItemClothed set SexoutSlaveryPlayerQ.canSubmit to 1 set SexoutSlaveryPlayerQ.noSneaking to 1 set SexoutSlaveryPlayerQ.noCollarReaction to 1 set SexoutSlaveryPlayerQ.noCollarDialog to SexoutSSDiscovered set SexoutSlaveryPlayerQ.collar to SexoutSlaverySlaveCollar ;AddTopic SexoutSSSewerTricks ;AddTopic SexoutSSSewerHelp AddFormToFormList SexoutSlaverySafeCells OVWestSewers01 AddFormToFormList SexoutSlaverySafeCells OVWestSewers02 AddFormToFormList SexoutSlaverySafeCells OVWestSewers02b AddFormToFormList SexoutSlaverySafeCells OVWestSewers03 AddFormToFormList SexoutSlaverySafeCells OVWestSewers03b AddFormToFormList SexoutSlaverySafeCells OVWestSewers03c AddFormToFormList SexoutSlaverySafeCells OVWestSewers03d AddFormToFormList SexoutSlaverySafeCells OVNorthSewers01 AddFormToFormList SexoutSlaverySafeCells OVCentralSewers01 AddFormToFormList SexoutSlaverySafeCells OVCentralSewers02 AddFormToFormList SexoutSlaveryExtraMasters SaintJamesRef Player.CIOS SexoutSlaveryEnslavePlayer RemoveMe elseif( playerRef.isSpellTarget SexoutSlaveryEnslavePlayer == 0) playerRef.CIOS SexoutSlaveryFreePlayer endif End
Machiavelique Posted September 6, 2025 Posted September 6, 2025 (edited) Thank you for trying to fix the mods. I don't know what problem you're trying to fix. Is the collar not being put on? Is it not being removed? Have you managed to make any progress? I don't know if I'll be able to help you, but here are a few questions to try to help. If you think the problem is with this script, you need to check that it is active (has the token been added? Are the token and this script linked?), then are the spells ‘SexoutSlaveryFreePlayer’ and ‘SexoutSlaveryEnslavePlayer’ cast/dispelled somewhere and in a logical way? Do they have a script attached and if so, what does it do? Several things seem strange: - SexoutSlaveryFreePlayer and SexoutSlaveryEnslavePlayer seem to be reversed. - I don't see any Dispel of ‘SpellSexoutSlaveryFreePlayer’ or ‘SexoutSlaveryEnslavePlayer’. - There is no ‘Wait for RemoveMe’. 1) As you can see, in this script we cast the ‘SexoutSlaveryFreePlayer’ spell if the player does not have ‘SexoutSlaveryEnslavePlayer’, and if they have ‘SexoutSlaveryFreePlayer’, we run an algorithm that seems to enslave the player. You should therefore check whether this name reversal is maintained everywhere else and what exactly these spells do. 2) You also need to check where these spells are dispelled (probably in script effect if they are any or in the SexoutSlaveryPlayerQ quest), because given the token script, you end up with both spells active at the same time (‘SpellSexoutSlaveryFreePlayer’ and ‘SexoutSlaveryEnslavePlayer’), which means that if ‘SpellSexoutSlaveryFreePlayer’ is dispelled but not ‘SexoutSlaveryEnslavePlayer’, then the enslavement algorithm will no longer be able to run when this token is added again. 3) When the ‘RemoveMe’ instruction is called inside a Game Mode block of a Script Object, the script object routine may continue to run for some time before being removed, that's why it is strongly recommended to add an iRemoved variable to block script iterations after a RemoveMe instruction (It's also recommand for script effect when dispeled) 4) You can also replace every 'isSpellTarget' by 'isSpellTargetAlt' which actually works reliably and as advertised. 1) and 2) may be directly related to the problem 3) and 4) are for optimisation 3) and 4) Spoiler scn SexoutSSSlaveToken float timer int iRemoved Begin GameMode if iRemoved return endif if( playerRef.isSpellTargetAlt SexoutSlaveryFreePlayer ) if (timer < 1) set timer to timer + getSecondsPassed return endif ListAddForm SexoutNGSafeClothes SexoutSlaverySlaveCollar set SexoutSlaveryPlayerQ.SlaveryID to 65549 set SexoutSlaveryPlayerQ.master to DermotRef set SexoutSlaveryPlayerQ.slaveryType to 4 set SexoutSlaveryPlayerQ.punishmentType to 2 set SexoutSlaveryPlayerQ.takeItems to 1 set SexoutSlaveryPlayerQ.stolenItemsContainer to "F35DF" set SexoutSlaveryPlayerQ.noWeapons to 1 set SexoutSlaveryPlayerQ.noClothes to 1 set SexoutSlaveryPlayerQ.noClothesDialog to SexoutSSItemClothed set SexoutSlaveryPlayerQ.canSubmit to 1 set SexoutSlaveryPlayerQ.noSneaking to 1 set SexoutSlaveryPlayerQ.noCollarReaction to 1 set SexoutSlaveryPlayerQ.noCollarDialog to SexoutSSDiscovered set SexoutSlaveryPlayerQ.collar to SexoutSlaverySlaveCollar ;AddTopic SexoutSSSewerTricks ;AddTopic SexoutSSSewerHelp AddFormToFormList SexoutSlaverySafeCells OVWestSewers01 AddFormToFormList SexoutSlaverySafeCells OVWestSewers02 AddFormToFormList SexoutSlaverySafeCells OVWestSewers02b AddFormToFormList SexoutSlaverySafeCells OVWestSewers03 AddFormToFormList SexoutSlaverySafeCells OVWestSewers03b AddFormToFormList SexoutSlaverySafeCells OVWestSewers03c AddFormToFormList SexoutSlaverySafeCells OVWestSewers03d AddFormToFormList SexoutSlaverySafeCells OVNorthSewers01 AddFormToFormList SexoutSlaverySafeCells OVCentralSewers01 AddFormToFormList SexoutSlaverySafeCells OVCentralSewers02 AddFormToFormList SexoutSlaveryExtraMasters SaintJamesRef Player.CIOS SexoutSlaveryEnslavePlayer RemoveMe set iRemoved to 1 elseif( playerRef.isSpellTargetAlt SexoutSlaveryEnslavePlayer == 0) playerRef.CIOS SexoutSlaveryFreePlayer endif End Edited September 6, 2025 by Machiavelique
mrgg34g Posted September 8, 2025 Posted September 8, 2025 what trying to fix is that the punishment being set to exploding the collar is not working, it doesn't start the beeping to explode the collar when go outside the safe cells
Machiavelique Posted September 13, 2025 Posted September 13, 2025 So it's not directly related to this script. You need to find where the collar is added and equipped. This collar probably has an attached object script that activates when equipped, otherwise it's probably managed by the SexoutSlaveryPlayerQ quest, or else the collar's explosion feature may simply not be implemented.
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