Teki0290 Posted October 12, 2021 Posted October 12, 2021 I forgot to say that its is LE version not SE. Sorry.
safado Posted October 12, 2021 Posted October 12, 2021 4 minutes ago, Teki0290 said: I forgot to say that its is LE version not SE. Sorry. Disable the Furniture feature in Sexlab Utility Plus and test without it, it may be filtering animations. If you have Furniture framework, disable it too for testing. disable only, do not uninstall. Make sure you have at least one oral animation for (Female Male) and (Female Creature Dog) registered in SLAL or included sexlab animations. Disable ZAZ animation override in ZAZ MCM. I think you also need at least a foreplay animation (massage dialogue call for foreplay anims). Sexlab internal anims should cover unless disabled. If using Sexlab Arousal Redux v28 (original or Factoryclose/Bakafactory version), you can overwrite it with SLSO and Sexlab Utility Plus to update it. Do not overwrite other versions like SLAX or the modular. You should include load list in a Spoiler if you want better help from community.
ck2modfan Posted October 12, 2021 Posted October 12, 2021 2 hours ago, safado said: Unless you have a mod that force the ZAZ furniture with special custom interaction, a jump animation (space bar) should let you exit the ZAZ furniture and many ZAZ loop anims. (Many looping non-ZAZ anims will also quit with a jump). Specifically, the "idles" animations category. In ZAZ MCM's sexlab tab, make sure Override Animation is disabled and Sexlab Animations are registered. If your total sexlab animation list is big, you will get a delay before the menu updates. Do not quit menu and wait for it to update and let you change settings. Better to reset registered animations in Sexlab MCM and register ZAZ anims before the others in SLAL MCM. thank you. will give it a go.
Teki0290 Posted October 12, 2021 Posted October 12, 2021 (edited) I reinstalled SLSO and overwrite it with Sexlab Utility Plus. Looks like the problem is solved. Thanks for the help! Edited October 12, 2021 by Teki0290 1
ck2modfan Posted October 13, 2021 Posted October 13, 2021 With the Tweaked version, is SD+ still a hard requirement? Disabled and didn't get missing master error. Don't know if it is critical for functionality however.
safado Posted October 13, 2021 Posted October 13, 2021 1 hour ago, ck2modfan said: With the Tweaked version, is SD+ still a hard requirement? Disabled and didn't get missing master error. Don't know if it is critical for functionality however. SD+ is optional and the integration use event calls. It is not a reference to master requirement. There are multiple endings to exit the main quest line and some call to SD+ to trigger enslavement. No SD+, no enslavement event after exiting the main warTimes quest. The game technically does not break if SD+ is in or not. Only the "immersive" breaks. 1
safado Posted October 13, 2021 Posted October 13, 2021 1 hour ago, xyzxyz said: Hi, is this mod still WIP? Actually, is abandoned by PCHS. Unofficially adopted by Monoman1 Some mod developers try to patch it many bugs, mostly to convert to SE. Monoman1 took it farther with fixes and expansion. Monoman1 still updating/maintaining his work.
kapibar Posted October 14, 2021 Posted October 14, 2021 11 hours ago, safado said: Actually, is abandoned by PCHS. Unofficially adopted by Monoman1 I don't think this is an accurate description. Monoman1 - as I recall - is in contact with pchs and his intention is to give the mod back to its original owner. So I don't think you can classify it as "abandonded". @xyzxyz to answer your question, I think the mod is in fact WIP - as new functionalities are being added - but in its latest version it's quite robust product.
ck2modfan Posted October 14, 2021 Posted October 14, 2021 RP question... If play out WT submissive to Father, PC inevitably becomes a cum junkie while following rules. Assume main WT quest ends and continue along (not enslaved, but maybe so - haven't tried that ending yet). Using Succubus Skill Loss with SLS check for ravenous so that skills are lost when ravenous. Using DF for gold sink and need for occasional deals. Use iNeed for needs (with spoilage on), also tied into Skill Loss so must eat/drink periodically. How do you ever clear the SLS cum addiction? (without changing config - removing block for cum on skin or accelerating decay) Can't adventure as when ravenous, magicka and stamina reduced to point PC is useless. Can't wait it out as it would take about 21 days with default settings to clear. Would need enough food and drink. Can't stockpile as would spoil. The moment come in sight of animal, compulsive need triggers and pool is back to 550 level. Also, gold costs become incredibly expensive. Curious how others are handling? Just accept it as a new need with no hope of recovery?
kapibar Posted October 14, 2021 Posted October 14, 2021 49 minutes ago, ck2modfan said: Curious how others are handling? Just accept it as a new need with no hope of recovery? Well, I have rather killing debuffs set in SLS misogyny. On top of that are MME's debuffs plus SL Hormones bimbo curse and in current playthrough I purposely developed the character so she would be useless in combat (ridiculously low health, no perks in any combat related skill, Destruction damage set to -90%). However I went to the College of Winterhold to max out Enchanting. Then I maxed out Alchemy and Smithing. This way I can equip my follower with a powerful set of tools (in my case Lydia). Despite SLS's debuffs for females she's plowing through every dungeon and bandit lair like they're not even there. Basically I use the follower as a Stand from Jojo's Bizarre Adventure (AFT and its summon follower function is your friend). My character is Lydia's bitch, completely dependant on her power (which makes sense from a roleplaying point of view). I can only hide (maxed out Sneak) and hope for the best. Just for the record - the enchantings on followers weapons are soul trap (to fill soul gems), damage stamina and health absorption, follower switched to dual wielding to increase the damage output. With this setup and few additional enchantments to increase health my Lydia became a literal tank, so far she never lost a battle (I'm at lvl 60). 1
Hpl55 Posted October 14, 2021 Posted October 14, 2021 I was wondering if theres a simple clean way to change the father character to old people race and give him a new (old) look. i know about some tools like visual transfer (gets buggy) and proteus but maybe thers a way in copying into the mods folder somehow? sould need to be body and face and setrace i guess. actually would like to do that for many npcs, just a thing. also any hint how to exceed and get the most out of the wartimes story? I plan to play it with pauses inbetween doing other tamriel things and a long term outcome that doesnt feel too much like an end.
ck2modfan Posted October 14, 2021 Posted October 14, 2021 32 minutes ago, kapibar said: Well, I have rather killing debuffs set in SLS misogyny. On top of that are MME's debuffs plus SL Hormones bimbo curse and in current playthrough I purposely developed the character so she would be useless in combat (ridiculously low health, no perks in any combat related skill, Destruction damage set to -90%). However I went to the College of Winterhold to max out Enchanting. Then I maxed out Alchemy and Smithing. This way I can equip my follower with a powerful set of tools (in my case Lydia). Despite SLS's debuffs for females she's plowing through every dungeon and bandit lair like they're not even there. Basically I use the follower as a Stand from Jojo's Bizarre Adventure (AFT and its summon follower function is your friend). My character is Lydia's bitch, completely dependant on her power (which makes sense from a roleplaying point of view). I can only hide (maxed out Sneak) and hope for the best. Just for the record - the enchantings on followers weapons are soul trap (to fill soul gems), damage stamina and health absorption, follower switched to dual wielding to increase the damage output. With this setup and few additional enchantments to increase health my Lydia became a literal tank, so far she never lost a battle (I'm at lvl 60). That's a great approach - both tactically and RP. Thanks for sharing!
safado Posted October 15, 2021 Posted October 15, 2021 (edited) 6 hours ago, Hpl55 said: I was wondering if theres a simple clean way to change the father character to old people race and give him a new (old) look. i know about some tools like visual transfer (gets buggy) and proteus but maybe thers a way in copying into the mods folder somehow? sould need to be body and face and setrace i guess. actually would like to do that for many npcs, just a thing. also any hint how to exceed and get the most out of the wartimes story? I plan to play it with pauses inbetween doing other tamriel things and a long term outcome that doesnt feel too much like an end. @Hpl55 Study the ESP using SSEedit tool. It uses Skyrim internal Elderrace and shaders, same original head mesh and diffuse textures. I use Skyrim SE the plug-in is Form44 ESL. Created for Wartimes 8.2 SE conversion. It works on my game, may not work properly with your modifications. pchsWartimes NPC Father Older Look.esp Note: You can't complain or report bugs If you have this on your mod list. It personal and experimental, created for learning about "modding" Skyrim. Remove it if something breaks in Wartimes. Results. Removed clothes for snapshot only. Spoiler Original Spoiler In my game I applied this only to Jazzem and clone it to Father for sample and published esp. Spoiler RNAM - Race: from(RedguardRace "Redguard" [RACE:00013748]) To(ElderRace "Old People Race" [RACE:00067CD8]) HCLF- Hair Color: From(HairColor12BlackTrue "Black" [CLFM:000F7565]) To(HairColor13BrightGrey "Bright Grey" [CLFM:000A0438]) NAM7 - Weight: From(100) To(10) FTST - Head Texture: From(SkinHeadMaleRedGuardComplexion_Age50 [TXST:000D072B]) To(SkinHeadMaleOld [TXST:00067CDC]) There's other options available for old look but I did not test them: SkinHeadMaleOldComplexion_Rough01 [TXST:000FFF3F] SkinHeadMaleOldComplexion_Rough02 [TXST:000FFF40] QNAM - Texture lighting: I messed with this but maybe not necesary, little bit lighter "skin" was my goal. Red: from(67) To(70) Green: from(44) To(50) Blue: from(33) To(43) Tint Layers 1 SkinTone TINC - Tint Color: Same values as QNAM. TIAS - preset: number copied from different NPC in elderace. From(78) to(79) 13 RedguardEyelinerStyle_01 Removed this for elderrace 17 Lip color MaleHeadRedguard_Lips: Replaced with MaleHead_Freckes_01 same values on both Edited October 15, 2021 by safado 1
Hpl55 Posted October 15, 2021 Posted October 15, 2021 So cool! Suppose i can manage to change further from that base. Hopefully will work in LE. i am having issues with wartimes for now. Things getting stuck until reaload, retry. Objects not appearing, anims not starting. while survival chokes my game. Oh well.. cool mods anyway
safado Posted October 15, 2021 Posted October 15, 2021 (edited) 19 minutes ago, Hpl55 said: So cool! Suppose i can manage to change further from that base. Hopefully will work in LE. i am having issues with wartimes for now. Things getting stuck until reaload, retry. Objects not appearing, anims not starting. while survival chokes my game. Oh well.. cool mods anyway Look at the last hidden content, I added the plug-in override changes every other setting is untouched. I copied the NPC to a new ESP and save it. Did the changes noted on the new ESP only. Was my last edit. Edited October 15, 2021 by safado
safado Posted October 15, 2021 Posted October 15, 2021 (edited) Warning about "[SE] (Gen 2.0) Wartimes Tweak v5.6 EVP v1" voice add-on. Obviously is for WarTime 5.6 and will break newer versions. Mainly "Father" NPC has a script "pchsWartimesFatherActorScript" that got expanded and the new properties are lost with the ESP override from the add-on. That will break Father npc and eventually he will chase you and force greet you without any other action taking place. The LE version will also have the issue and need patching. Use xedit and copy/overwrite original entries of Wartime Father npc form to pchswartimes_voicepatch.esp. The breaking is in the VMAD section and Factions. Only the Father NPC need fixing. Solution: patch or remove. Here is my personal patched version ESP for Wartimes 8.2. SkyrimSE only. Form 44. pchsWartimes_VoicePatch.esp Edited October 15, 2021 by safado 2
Hpl55 Posted October 15, 2021 Posted October 15, 2021 Not sure i can still follow and what the commands like Rnam are supposed to be. there is a npc in game wich fits my vision well and wich i would idealy copy including fat body and use as base for others like father. i ll try proteus system. but as long as my wartimes bugs up... i use Nemesis, is that a problems for the mod?
safado Posted October 15, 2021 Posted October 15, 2021 (edited) 4 hours ago, Hpl55 said: Not sure i can still follow and what the commands like Rnam are supposed to be. there is a npc in game wich fits my vision well and wich i would idealy copy including fat body and use as base for others like father. i ll try proteus system. but as long as my wartimes bugs up... i use Nemesis, is that a problems for the mod? rnam is an attribute in the NPC form, you need TES5Edit for SkyrimLE or SSEedit for SkyrimSE to look at the ESP plugin configuration. Creative Kit is a mess to work with. xEdit support in discord: welcome (discord.com) I do not use Nemesis. Is early beta software and do not support creature animations behavior maps. Do not know about your issues with Wartimes but not likely to be because of Nemesis. Nemesis will mess with behavior map animations like walking, fighting and such. It has hacks that could mess with other stuff, but I do not know if is stuff not related to animations. You should describe your problem with Wartime and version. Wartime is developed and tested for Skyrim LE and should have less issues than the converted Skyrim SE version. Edited October 15, 2021 by safado
Monoman1 Posted October 15, 2021 Posted October 15, 2021 10 hours ago, safado said: and the new properties are lost with the ESP override from the add-on Why does a voice mod contain esp overrides? I thought it'd just be a bunch of .fuz files? Perhaps it's changes to make enunciation better? In that case it should probably be handled by an override esp patch which would only be used by the voice mod developer and then only include the .fuz files for users to download...
Iroha Posted October 15, 2021 Posted October 15, 2021 (edited) 1 hour ago, Monoman1 said: Why does a voice mod contain esp overrides? I thought it'd just be a bunch of .fuz files? Perhaps it's changes to make enunciation better? In that case it should probably be handled by an override esp patch which would only be used by the voice mod developer and then only include the .fuz files for users to download... esp was made to override npc voicetype for more fast generation and better quality of voicepack. That depends on NN that generate voice files and creator of voicepack. Edited October 15, 2021 by Iroha
safado Posted October 15, 2021 Posted October 15, 2021 (edited) 1 hour ago, Monoman1 said: Why does a voice mod contain esp overrides? I thought it'd just be a bunch of .fuz files? Perhaps it's changes to make enunciation better? In that case it should probably be handled by an override esp patch which would only be used by the voice mod developer and then only include the .fuz files for users to download... Actually, in the case of the Father NPC is an oversight. It does not need to. It clones the original but version 5.2. The ESP was needed for the NPC with the drunk voice type like the party NPCs, Uncle, and a Mad Harrol or something. The drunkVoice attribute got change to something else like bruteVoice. Better quality audio than the drunkVoice. Father did not need to be included because it uses the BruteVoice. edit: The ESP is also used to load the BSA. Edited October 15, 2021 by safado
Monoman1 Posted October 15, 2021 Posted October 15, 2021 (edited) Hmm. Changing the voice type is a problem alright but I think that unless the voice mod author is prepared to continuously update their mods (which I can't see happening tbh) then it simply shouldn't be done. ESP edits should be avoided at all costs. If for some reason a line requires an esp edit then it should simply remain silent. We've 'suffered' silent dialogue for 10 years. I'm sure a silent line here and there isn't going to bother most people. What will bother people is a broken or buggy mod. Edited October 15, 2021 by Monoman1 5
Hpl55 Posted October 15, 2021 Posted October 15, 2021 (edited) Ok i suppose my issues are just the unfinishesd „get enslaved“ according to journal. hidden cellar and thats it kinda.... how to i get stage 190 to play the quest? Edited October 15, 2021 by Hpl55
Monoman1 Posted October 15, 2021 Posted October 15, 2021 2 hours ago, Hpl55 said: Ok i suppose my issues are just the unfinishesd „get enslaved“ according to journal. hidden cellar and thats it kinda.... how to i get stage 190 to play the quest? The outcome of the introduction is determined by your dialogue choices in the beginning and your general attitude. To get to 'indentured servitude' (the meat of the mod) just play the part of a naive/innocent/respectful girl. 1
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