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Posted
4 hours ago, ercramer69 said:

All of those NPC's are still alive but no quest log nor dialog with Belethor.  The only thing I can think of that might have been an issue is I was in the middle of Hard Answers, I had finished the Markarth part but went to Riften to turn in a Delvin job and ran into Maven and got the go see Belethor dialog but no quest.  Thinking maybe Hard Answers somehow locked Enthir as I had to meet him and Karliah in the basement.  

 

Is there a start quest command I could get for this one?

A couple times I've had script lag or something interefere with a quest starting.  I went back and spoke to Maven (or someone else for a different quest) and after going through the dialog a second time, it started the quest.

 

I know that if you have one radiant quest you cannot start a second of that same kind, but I don't think these qualify so the fact that Enthir is "locked" shouldn't matter.  You might end up with blocking dialog that means one quest has to be completed before the other one can progress, but it should start.

 

 

Posted
17 hours ago, ercramer69 said:

All of those NPC's are still alive but no quest log nor dialog with Belethor.  The only thing I can think of that might have been an issue is I was in the middle of Hard Answers, I had finished the Markarth part but went to Riften to turn in a Delvin job and ran into Maven and got the go see Belethor dialog but no quest.  Thinking maybe Hard Answers somehow locked Enthir as I had to meet him and Karliah in the basement.  

 

Is there a start quest command I could get for this one?

You can try "StartQuest SC_MavenJob5". But if it didn't start through the dialogue, there's a good chance it won't start with the command. Only reason I can think for the quest not starting is due to Skyrim failing to fill all the quest aliases. You can try completing Hard Answers to see if that helps, although I have the aliases marked as allow reserved, so they should fill regardless of other quests.

Posted
On 8/26/2020 at 9:46 PM, karlpaws said:

A couple times I've had script lag or something interefere with a quest starting.  I went back and spoke to Maven (or someone else for a different quest) and after going through the dialog a second time, it started the quest.

 

I know that if you have one radiant quest you cannot start a second of that same kind, but I don't think these qualify so the fact that Enthir is "locked" shouldn't matter.  You might end up with blocking dialog that means one quest has to be completed before the other one can progress, but it should start.

 

I tried this, finished Hard Answers, ran a side quest for both Delvyn and Vex then went and used every dialog option with Maeven but no change.

On 8/27/2020 at 10:33 AM, Narcolepsy said:

You can try "StartQuest SC_MavenJob5". But if it didn't start through the dialogue, there's a good chance it won't start with the command. Only reason I can think for the quest not starting is due to Skyrim failing to fill all the quest aliases. You can try completing Hard Answers to see if that helps, although I have the aliases marked as allow reserved, so they should fill regardless of other quests.

After doing the above I used the StartQuest and was able to go talk to Belethor and do the whole quest.  Have to say you do wonderful work and I can't wait to see what you do for the College's. 

 

Thank you both for your input, keep up the great work you both do.

Posted
On 2/21/2020 at 2:44 PM, 4nk8r said:

form 44 is unnecessary.  Your mod is 100% compatible as-is.  In most cases, only mods with meshes, textures, DLL's and BSA's need special attention.

@Narcolepsy Form 44 break several scripts. The horse sex doesn't happen, you just ride the horse when the "Fuck Horse" prompt appears. The reason most mods converted for SE stay in Form 43 is that reason, and most people that do the conversion do not have access to the source scripts to recompile them. Form 44 is great, you just need to recompile the scripts for animal sex after converting to Form 44. I tested by converting the mod myself and leaving the esp in Form43. Horse sex works now. Recompiling the scripts after converting the ESP to Form44 will get rid of the script glitches like that.  Other than that, GREAT MOD! I can't wait to see it finished!

Posted
On 8/27/2020 at 2:50 PM, Michael_MAN said:

I have many creature animations packs but Aela's scene with the wolf doesn't start. There is a wolf with Aela in the room and a marker for quest but that's all

The Elder Scrolls V  Skyrim Special Edition Screenshot 2020.08.27 - 21.51.33.08.png

I don't know why the thread would error out like that, seems like it wasn't able to get Aela as an actor. Not sure how to fix/address that.

 

2 hours ago, nomkaz said:

@Narcolepsy Form 44 break several scripts. The horse sex doesn't happen, you just ride the horse when the "Fuck Horse" prompt appears. The reason most mods converted for SE stay in Form 43 is that reason, and most people that do the conversion do not have access to the source scripts to recompile them. Form 44 is great, you just need to recompile the scripts for animal sex after converting to Form 44. I tested by converting the mod myself and leaving the esp in Form43. Horse sex works now. Recompiling the scripts after converting the ESP to Form44 will get rid of the script glitches like that.  Other than that, GREAT MOD! I can't wait to see it finished!

I can recompile the scripts when I convert the mod. Was it all the horses that had this issue, or just the Whiterun horse? This is the first I've heard about scripts "breaking" after a form change, and others have used the SE version and have had no trouble with the horses.

Posted
1 hour ago, Narcolepsy said:

I don't know why the thread would error out like that, seems like it wasn't able to get Aela as an actor. Not sure how to fix/address that.

 

I can recompile the scripts when I convert the mod. Was it all the horses that had this issue, or just the Whiterun horse? This is the first I've heard about scripts "breaking" after a form change, and others have used the SE version and have had no trouble with the horses.

Solitude, and Riften stable horses I didn't try any other ones. Animal Mansion Plus had CTD when triggering horse anims, and reverting to Form 43 fixed the issue along with the latest MNC update. It's not a "Will Break Scripts" thing, it's more of a "Can Break Scripts" thing. I've noticed that it's also not a consistent issue, it will happen for some, and not for others, but I can't pin down a specific mod that could be messing it up, so I'm assuming recompiling after converting to Form44 would take care of it. That could be the issue with Aela and the wolf as well. I know nothing about scripting, so I really don't see a specific cause, just that using the original Form43 esp fixes it.

Posted
23 minutes ago, theanarchistotaku said:

Question does this replace/effect/make redundant murder theft and seduction?

For the most part, the DB and TG portions are covered in this mod. The other mod also adds some pickpocket and speech bonus after sex, which this mod doesn't do.

Posted
8 hours ago, theanarchistotaku said:

Are the creature parts optional?

I like the mod but I don't care much for creatures and I can't anyway considering i use nemesis

Skyrim is a fantasy game. What should sex in a fantasy game be without creatures ?  you can disable creatures in sexlab and dont install animation packs.

i fully support Marcolepsy plan for creatures, because there are very few mods with ceatures and this kind of sex is .....fantasy !

Posted
2 hours ago, shiagwen said:

Skyrim is a fantasy game. What should sex in a fantasy game be without creatures ?  you can disable creatures in sexlab and dont install animation packs.

i fully support Marcolepsy plan for creatures, because there are very few mods with ceatures and this kind of sex is .....fantasy !

I'm not saying there shouldn't be creatures I'm just wondering if you can turn it of in the mod and still enjoy the rest kind of like how slaverun allows you to turn of creatures

 

and my main reason was using nemesis so I can't anyway 

Posted

There is MCM option in the later versions of the mod. I don't know if all beast content is disabled (it's quite easy to miss a line or two when altering mods) but it should do exactly what you want.

Posted
26 minutes ago, DarkOneM said:

There is MCM option in the later versions of the mod. I don't know if all beast content is disabled (it's quite easy to miss a line or two when altering mods) but it should do exactly what you want.

ah ok thanks for the quick response

Posted
5 hours ago, theanarchistotaku said:

ah ok thanks for the quick response

I don't think there is a way to disable the beastaility content. However it is pretty easy to ignore most of the time. Only the Companions may have it in some places but you can refuse to take part of it. You are never forced to engage in it.

Posted

New update posted.

 

Was heavily delayed on this update due to finding out about the mod breaking issue of quest aliases being emptied on load. I still don't know what is causing it, but stopping and starting the main handler quest seems to have fixed it. As a result though, you'll have to follow some guidelines to avoid breaking parts of the mod.

  • You should wait 2 in-game days without engaging in any of this mod's dialogues.
  • You should complete any sex acts that you are currently in.
  • You should complete any sex scenes/orgies that you are currently in.
  • You should not have anyone following you through this mod's dialogues.
  • If you have started the Voada dog line of sex, but not completed it yet, you should avoid updating until the Jarl has dialogue for you.
  • You should complete the Thieves Guild Goldenglow Estate quest if it is currently running.

Also if you are currently in the middle of "The Artifact" quest from Maven, you should probably finish it, as updating during the quest may or may not break the Adventurer spawning in.

 

Some bug fixes and changes added. Removed checks on Farkas Dustman Cairn dialogue; Added dialogue to Ennis about the Giant; Escaped Criminal should no longer go hostile during sex; fixed missing gender check on Sibbi's dialogue; "The Artifact" now has falmer spawning after talking to the Adventurer.

 

Follower support added for some parts of the mod. Anything not currently covered, aside from Thieves Guild Cumdump, won't be getting follower support. This is either by design, i.e. the situation calls for the player specifically to be the one having sex, or issues in implementing it.

 

The Shady Potion Seller has been added. He is located in the Ragged Flaggon and will sell you some potions. In order to use them properly, you must drink them out of combat and they only work on one target. Additional dialogue explaining the potions will be added to him later. Also there are more potions for various creatures that are in the mod, but the Shady Seller does not yet sell them. They will be introduced in short quests in a later update.

 

I still have to work on the Companion Orgy scene to add more options for Male/Female players, Redoing the Alikr scene, adding a Maven quest and a Non-member Companion quest. I'll either release this in a separate update, or include it in the next big update.

 

The next big update is going to be College of Winterhold focused. Solutions already added some dialogues to the members here, and there are other mods like Troubles of Heroine that add content to the College. I will try to avoid overlapping too much with these mods. I may or may not add alternate entry methods, or just add some magic related mini-quests for the player to do. I'm also slightly interested in maybe adding sex-related quests that delay the main quests of the College, in order to lengthen how long it takes to become the Arch-mage. Thoughts and ideas are welcomed.

Posted

Always glad to see an update for you, made my day. Got another idea that I pitched to Troubles of Heroine with no response, figured I would give you the chance to look at it and see if it would fit for you too.

Nobody has done anything expanding upon Ysolda after she gets the mammoth tusk, a follow-up quest where you help or just watch her go and 'learn' from the khajiit merchants would be a neat idea.

Posted

Well, I think most would agree the player should at least graduate first before becoming an Archmage... become master magician maybe?

 

Now to do that you obviously will have to receive the teachings and approval of at last one magician that is master in his field of study. Run some errands in exchange for training (free level boost in that school of magic ), participate in experiments, collect samples... or just sleep your way to the top.

 

Once your magic is at appropriate level and you have done at least a few task for the master, an initiation ceremony to join the ranks of the masters... then one more ceremony once you're the boss.

 

An example of the tasks could be:

* Master is in the heat! Head down to the city and find some easy target to do the deed (either persuade or hire them, not even necessary for the NPC to actually follow, once you are back just say that they will be there shortly)... or just strip naked and do your duty.

* A radiant quests where you head down to the city to improve people's opinion about the College.

* Invite the master's colleagues to discuss some new techniques... only to learn it also involves you and the bed.

* Help to 'extract' some essence from atronach for the research.

 

 

 

Posted

Thanks for the update, @Narcolepsy  !

 

By the way, I know you're already done with the Dark Brotherhood, but I was wondering if you could make one last thing that I always searched but I don't think anyone has done with their questline yet: the possibility of quitting the Dark Brotherhood in a more 'immersive way', without using console command or spells.

 

I wish I could experience the life of an assassin doing the sex content of your mod, but not being comitted for life with siths and the institution. It's the main reason I don't play as DB anymore, for the role-playing standpoint, it's like you are associated forever with the siths and the evil side, there is no redemption, unless you pretend to ignore all that happened, with no resolution in-game.

 

If you had the chance to quit, your character would have a nice background, being a former DB assassin, that stopped worshipping Siths and want to follow a rightful path (for example).

 

So, the idea is to use the quest Honor Thy Family, as an excuse/device for the player to actually leave the DB for good. With this mod enabled, you have the option to pay the fine with your body or with gold to get back. If you add a third option with the player saying they would rather leave, you could quit the DB, and then you might even add sex as possible scenarios like:

 

a) the DB have one last "fun" (orgy) with the player before you quit for good (it could be a punishment instead of something consensual);

 

In case people think the DB won't let you just leave like that (because you know too much about them):

 

b) Nazir says they normally wouldn't let someone quit, but if the player is willing to keep 'satisfying' him, he could fake your death to the others so no one else would bother to send assassins after you. If you accept the deal, you become Nazir's plaything/lover. You'd have to meet him outside of the Sanctuary, naturally.

 

c) Player becomes a cumdump, they are free from following the tenets and doing missions. Similar to the non-member of the Companions scenario, you're not officially associated with them anymore, but you still have to satisfy them - so they keep checking on you.

 

After you accept your new role, the Honor Thy Family quest should be completed (it would be nice if the journal mentions that you quit) and all your ongoing DB quests should fail and be removed from the active section of your journal. Now you can roleplay as a former DB Assassin (that might still have to fulfill some sex duties with the members).

 

 

 

 

 

Posted

Is there no SE specific version of the Solution patch? Or is the one Solution patch you uploaded work with SE (It seems to be of the old form)

Posted
9 hours ago, Narcolepsy said:

New update posted.

Your bulleted list of things to wait is if we are upgrading the mod while in a play through, correct?  Not in between doing various quests or otherwise playing the mod?

9 hours ago, Narcolepsy said:

The next big update is going to be College of Winterhold focused. Solutions already added some dialogues to the members here, and there are other mods like Troubles of Heroine that add content to the College. I will try to avoid overlapping too much with these mods. I may or may not add alternate entry methods, or just add some magic related mini-quests for the player to do. I'm also slightly interested in maybe adding sex-related quests that delay the main quests of the College, in order to lengthen how long it takes to become the Arch-mage. Thoughts and ideas are welcomed.

Delaying the quest progress of the college would be a good idea, but you might need to be careful of other college changing mods.  I think the Immersive College of Winterhold mod adds a bunch of AI packages that don't start until Saarthal is complete, at least according to one comment on the Not So Fast Mage Guild mod I recently re-looked at. 

 

Since Solutions already adds sex to the fellow apprentice's quests, as well as Master Drevis, maybe adding something to the other professors would fit (and a solo anim for the Augur? IIRC Billyy has a couple of magic dildo solo anims).  Possibly the four already covered by Solutions, since they have vanilla quests that can be checked as completed, could have other content added for after their tasks are done.  Maybe they could be involved in scenes either with each other or with the various masters in one way or another when recruited as followers (wouldn't need follower support, as such, but if they are with the player they could be included for a three way or as an observer with a solo animation).  Jzargo's interest in destruction magic might make him an especially fitting candidate to join the player with Faralda, possibly when the player does reach expert level. (I would have to look at the other apprentice's skills and schools because I do not remember them commenting one way or another and I don't use them as followers to know what they tend to use).

 

Urag's quests to find and retrieve books might be extended.  Instead of books lost to bandits, there might be one in someone else's private collection and offers to purchase have been refused.  The player might be able to go "convince" the owner to part with the book.

 

With the number of troll animations available and Troll Fat as an alchemical ingredient, could we harvest troll cum? I think this might have been mentioned already... sex with various animals for research, ingredient collection or alternatives to the horse quest as a money source?

 

Certain fixed points in the quest could have events:

 

Could a trigger box at the end of Saarthal make Jyrik pacified and the player "keeps his attention" with sex? (not sure you'd want to, but a specialized Matchmaker spell that does not need to target the draugr, but if used close enough to him just starts a scene with him?

 

An NPC outside of Fellglow Keep (or just change the ones already there) intercept the player as we approach and offers passage, for a price.   While the NPC is following the player (like Orthorn does, not as an actual controlled follower, but killable - player might be added to the Prisoner or Captive factions like NPCs that are kidnapped), certain areas would activate a forcegreet and sex. 

  • The room with Orthorn - the escort and the guard NPC there double team the player
  • Vampires-as-targets - the instructor and escort DP the player, then the two students on player
  • Guard with the vampires in cages (vampires stay in the cages)
  • Vampire Dissection large room - at least one of the mages here
  • The skeleton sarcophagus room - possibly a 4 skeleton gang bang, though the player would need the animation and have animal support turned on. There are at least two mages here for a 3-on-1 gang bang
  • The large room by the front doors - there are plenty of mages here, and usually at least 1, sometimes 3 atronachs.  I do not remember if they are all placed or summoned.  Similar to the skeletons, this would be some place the mages could "play with" the player using their elemental pets.
  • The Caller herself, though having her cowgirl Orthorn might make more sense, and either have the escort do the player or even offer the player something (staff, scrolls, magic spell tomes) for helping her with an experiment... with her atronachs.

These are off memory so I might have some out of order and probably missing one.

 

Not many options in Mzulft, unless we have an option of falmer pheremone potions (possibly from Enthir with his black market dealings) making them non-hostile as long as we don't get too close, and when we do, rape and loss of potion effects.  The Synod mage at the end could be thanked for his help (and maybe also bribed for some other reward, a copy of his Synod project notes we can turn into Mirabelle for gold?) with sex.  He is the last one left of his team and probably hasn't had any companionship for a while now.


 

Posted
12 hours ago, Narcolepsy said:

The Shady Potion Seller has been added. He is located in the Ragged Flaggon and will sell you some potions. In order to use them properly, you must drink them out of combat and they only work on one target. Additional dialogue explaining the potions will be added to him later. Also there are more potions for various creatures that are in the mod, but the Shady Seller does not yet sell them. They will be introduced in short quests in a later update.

A couple things noticed

 

I used a bear potion near two bears, and both sexed my PC but only one died. Intentional?

Used a wolf potion at the same time, and while the wolf was peaceful while the potion was in effect, no sex while I was near it for 2 minutes

That wolf remained calmed and another wolf I found later was also calmed but a bear I found was not.

 

Wolf stayed friendly even after a save, exit and reload.

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