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Posted
37 minutes ago, 123COCAINEGODXD said:

any way to get version 6.3.13 SSE?

That version is 11 months old.  Older versions aren't supported.

 

38 minutes ago, 123COCAINEGODXD said:

it seems that .15 and .16 somehow disables dyndolod and causes the PC head to disappear on reload. 

No change in Simple Slavery should cause the PC's head to disappear.  The mod doesn't mess with graphics.  If heads had started disappearing, that would have surely been noted by now.  You might try starting a game with Simple Slavery and a streamlined set of mods, then gradually add mods back in until you find the source of the graphics problem.

Posted

It is not a graphics issue. The game initializes just fine, nothing off happens until you load into a save instead of creating a new one. Reloading save causes the racemenu highpoly heard part to be reset to vanilla and a bunch of other edits to hair color and eye color bizarrely enough. Removing SSPP was the only way to prevent this from happening and i recall this not happening on the older 3.13 or 1.10 versions. I'll try disabling dyndolod and see if that works, as installing the mod mid playthrough instead causes dyndolod to break, which I have no idea why. 

Posted

SE version. Sent to SSPP, able to talk to NPC near the cell, auction begins... but no dialog occurs. I have subtitles on. After a long wait, nothing happens. If save and reload after wait, outcome works as expected.

 

I don't recall what version (if current or older) but I did have dialog working where bidding was occurring at some point in previous game/loadout.

 

Not a show stopper but immersion breaking. Anyone else have similar issue? Any suggestion on how to correct?

 

Thanks!

Posted
39 minutes ago, ck2modfan said:

SE version. Sent to SSPP, able to talk to NPC near the cell, auction begins... but no dialog occurs. I have subtitles on. After a long wait, nothing happens. If save and reload after wait, outcome works as expected.

 

I don't recall what version (if current or older) but I did have dialog working where bidding was occurring at some point in previous game/loadout.

 

Not a show stopper but immersion breaking. Anyone else have similar issue? Any suggestion on how to correct?

 

Thanks!

Sounds like you either don't have Fuz Ro Doh or you have the wrong version for your version of Skyrim.

Posted
1 hour ago, chaimhewast said:

Sounds like you either don't have Fuz Ro Doh or you have the wrong version for your version of Skyrim.

Thanks. I have Fuz Ro Doh. Dozens of other LL mods work just fine. I checked on version. I have latest SE version.

 

Will try reinstalling mod but just started new game so not likely to change much.

Posted
38 minutes ago, HexBolt8 said:

Bear in mind that the latest version of Fuz Ro D-oh is for AE.

Brilliant! I must have upgraded without realizing the difference. I reinstalled clean and presto! Thank you!

  • 2 weeks later...
Posted
20 minutes ago, Bananaman115 said:

Will this mod be of any use with just OStim? (no SexLab Framework)

Sure.  It doesn't use SexLab or OStim, so you don't need either.

Posted
3 hours ago, LoversProton said:

hi is there a mod not listed on the page to send the player directly to vanilla(modded or not) prison?

No, though there is a Deviously Cursed Loot Prison outcome.

Posted
On 10/31/2022 at 4:39 AM, quail_other said:

To be honest, I am in a little despair, as I have already tried many options, but I have not found any sensible results.

The essence of the matter is that, with any attempt to get to the location of the SS ++, a loading screen appears for a second, after which a sharp departure. At first I thought that some mods conflict with each other, or mods that have a collab with SS++ somehow affect this, but no. Any attempt to become a slave, whether through the menu or through gameplay, causes an immediate crash. For a long time I thought that it was all about some initial scripts or something like that (I don’t even have superficial knowledge about modding) there is a crash. But everything turned out to be much more proizoichny, a banal call to the location of the SS ++ causes a crash. I was convinced of this when I manually reached Riften.

At some point, I decided to completely rebuild the assembly and removed all the old mods, etc. After reinstalling everything, I already decided that most likely the problem was gone. (Since the problem appeared somehow too suddenly and I can no longer track the cause of all the troubles). But no, even a complete reinstall did not help. Any impact on the SS++ location will result in a crash.

I re-read the main page of the mod several times, thinking maybe I'm missing something and, due to my own stupidity, I don't have any additional materials. But everything seemed to be done according to the requirement. I decided to turn to the forum already, quickly scrolling through the history, I didn’t find a similar problem, but maybe it has already been raised and the solution is known. If anyone knows I can only ask you for help.

Zaz 8.0+
Fuz Roh D'oh 1.7

Do you use SSE Engine Fixes?

Posted
On 10/17/2022 at 3:35 PM, HexBolt8 said:

Yes, please.  If you have a problem, it's likely that someone else will have it too, so it's good to know what causes these things, even if it turns out to be a mod conflict that can't be fixed from here.

It has been two months and I finally figured it out!

 

I use SSE Engine Fixes, and while I had the MemoryManger disabled, I forgot to disable ScaleformAllocator.

 

Disabling both of those options, I can now finally run SS++

Posted

@HexBolt8 @ Submissive Lola: The Resubmission said,

        New:  "Use SlaveTats Tears", a new option on the Mod Integration page.
- Apply tears from SlaveTats for punishment spanking or whipping (tears last for half the debuff duration).  Also used for the Trophy Slave event.

 

Would be really cool if they could be applied on the block.

Posted
1 hour ago, just_Gina said:

Would be really cool if they could be applied on the block.

Good point.  I'll look at adding this as an optional feature.

Posted
1 hour ago, MysticDaedra said:

at least I think it is SS that is supposed to teleport to the new owner?

No, the only time SS++ teleports the PC is for the SD+ outcome.  If nothing happened for SLUTS, then SLUTS didn't handle the event, wasn't installed or running properly, or had some other problem.

Posted
23 minutes ago, Tseverin said:

Is it possible for me to go into creation kit with simple slavery and edit a few of the characters for my own preference?

Yes.

Posted
1 minute ago, HexBolt8 said:

Yes.

Cool. So I tried switching the genders of the npcs at the auction hall and giving them sg hairs. I've done this for a lot of my load order and this and CD are the only mods that don't take the changes. I just wondered if it was because of scripts or something...

Posted
35 minutes ago, Tseverin said:

this and CD are the only mods that don't take the changes

If you're using the SE version, it adds KS hair the mod's NPCs.  Be sure that you're not getting overridden.  Other than that, this mod doesn't do anything special with NPCs.

Posted
2 hours ago, HexBolt8 said:

If you're using the SE version, it adds KS hair the mod's NPCs.  Be sure that you're not getting overridden.  Other than that, this mod doesn't do anything special with NPCs.

OK thanks

Posted

What are the odds that a future update will including a weighting option in the MCM for the different enabled SS++ outcomes? It'd be a nice feature to have, if it's not too inconvenient.

 

Fantastic mod, by the way - thanks for the work :) 

Posted
3 hours ago, Anunya said:

What are the odds that a future update will including a weighting option in the MCM for the different enabled SS++ outcomes?

Probably not that high.  When I'd looked at it before, I had concerns about how well that work, but I don't remember now what those concerns were (other than the obvious one of not breaking things).

Posted
42 minutes ago, HexBolt8 said:

Probably not that high.  When I'd looked at it before, I had concerns about how well that work, but I don't remember now what those concerns were (other than the obvious one of not breaking things).

 

Fair enough. I'd like the feature (obviously), but I have no argument in favour of it it other than "I think it'd be nice given the way I play the game." :) 

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