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Posted

Heya looking over the sextags json with spank as a tag. All my tags are spanking so I probably need to edit that or add spank tag to them?

 

Also does father loose favor for not orgasm during sex all the time or just after a certain part of progression. Mainly I am asking at the massage stage where some of my animations are hard to trigger father. I think I asked before but wasn't sure if it was all the time or not now.

 

Thanks for the update btw.

Posted
10 minutes ago, divinefire said:

Heya looking over the sextags json with spank as a tag. All my tags are spanking so I probably need to edit that or add spank tag to them?

_sup are the suppressed tags. Which means sexlab will try not to select an animation with that tag. 

11 minutes ago, divinefire said:

Also does father loose favor for not orgasm during sex all the time or just after a certain part of progression. Mainly I am asking at the massage stage where some of my animations are hard to trigger father. I think I asked before but wasn't sure if it was all the time or not now.

Only during scenes where you would expect him to orgasm. I believe massage is the only scene where he's not required to cum. 

When he starts demanding the PC have an orgasm then massages, blowjobs and handjobs should be excluded for the PC. 

Posted (edited)
6 hours ago, ck2modfan said:

@Monoman1, in the spirit of making life more difficult for the PC and remove easy exploits, have you ever looked at nerfing chopping firewood (specifically for Inn Keepers - looking at you Hulda in The Bannered Mare). Can sell for 5 gold each. Doesn't take long to raise enough to buy license or two. Also makes you a friend or something. Can sleep in inn for free and take whatever you want in the Inn. Time is better spent chopping wood than performing tasks.

 

Also, Farengar and the frost salts gives free alchemy ingredients in Arcadia's house.

 

Preferably changes made in SLS.

There's 2 parts to this. One is allowing you to take stuff of a certain value. The other is access to the bed. 

 

1. Taking stuff is easy enough to change. It's controlled by game settings. 

iFavorConfidantValue

iFavorFriendValue

iFavorAllyValue

iFavorLoverValue

 

It's pretty easy to change these but because SLS is a big overhaul mod I can't just hard change the settings. I need to be considerate of other mods so I'd have to have various options like:

Do nothing (default)

Reduced 50%

Reduced 75%

0%

 

(What I'm saying is that it'll take a lot more work)

 

2. The free bed I never really knew about (or forgot) but it's nuts. "You chopped some wood for me? Great, here's a free room for life" is just bananas

I've taken a quick look at it. 

 

Quest: FavorJobsChopWood

Script: FavorJobsChopWoodScript 

 

At first I thought it was the setting as a friend that's giving you access to the bed but setting the relationship rank via the console doesn't do the same so I'm not sure now...

 

Edit:

Commented out the SetRelationshipRank in the script and it seems the bed is not free now. Seems there's another thing that doesn't behave the same in Skyrim (shocker). But this will require replacing a vanilla script. I'm not usually keen to do that...

6 hours ago, ck2modfan said:

Also, Farengar and the frost salts gives free alchemy ingredients in Arcadia's house.

Probably the same as above. 

 

8 hours ago, divinefire said:

Father gets stuck if he is chosen to approach you while your drunk.

I just installed drunk so I'll see what happens. 

Haven't seen it fire yet though...

8 hours ago, divinefire said:

If you have SLHH with the mod the modesty is a problem spamming clothes striping.

Just installed SLHH as well so I'll see but

1. The source scripts are not included... (you should be able to hear me sighing from here)

2. I've had SLHH installed before. I'm not sure I've ever gotten it to fire. If it's relying on Actor collisions then I can tell you from experience that that event is highly unreliable and contentious. It'd be better to fire off of hello events with a distance < x condition I think. It's still going to be contentious. Especially with SLS and STA firing off of hello events often but it's going to be a lot more reliable. 

8 hours ago, divinefire said:

Father takes your drinks since its considered food.

Just fixed this. What irresponsible father wouldn't want his daughter to get smashed...?

I might have to add some kind of json though to load drinks from outside mods - RND/iNeed etc. 

 

Edited by Monoman1
Posted

 

About SLHH, its not the firing, its when the aggressor grabs you and strips you. If you refuse drink it can piss off people and fire it without a bump. Then it strips equip slots which the modesty puts it back on and eventually you crash or reload because it keeps equipping/unequipping. Theres some setting to make rape high % so just refuse a drink a few times with it high and it should trigger it.

 

I saw the skooma change, didn't know it was or going to be applied to alcohol. Drunk uses all the ingame drinks so it should work. I have not gone that far with the new version.

Posted (edited)
1 hour ago, Monoman1 said:

Just installed SLHH as well so I'll see but

1. The source scripts are not included... (you should be able to hear me sighing from here)

2. I've had SLHH installed before. I'm not sure I've ever gotten it to fire. If it's relying on Actor collisions then I can tell you from experience that that event is highly unreliable and contentious. It'd be better to fire off of hello events with a distance < x condition I think. It's still going to be contentious. Especially with SLS and STA firing off of hello events often but it's going to be a lot more reliable. 

SLHH sources are actually available on Baka's patreon page for free (here's the link), Also Baka made a compatibility patch for SLHHxDrunk Redux, but don't remember what it does since it has been some time since I played Skyrim.

Edited by tygct
Posted
1 hour ago, divinefire said:

About SLHH, its not the firing, its when the aggressor grabs you and strips you. If you refuse drink it can piss off people and fire it without a bump. Then it strips equip slots which the modesty puts it back on and eventually you crash or reload because it keeps equipping/unequipping. Theres some setting to make rape high % so just refuse a drink a few times with it high and it should trigger it.

I meant more that it's difficult to test for incompatibilities when it doesn't fire for me. 

1 hour ago, divinefire said:

I saw the skooma change, didn't know it was or going to be applied to alcohol. Drunk uses all the ingame drinks so it should work. I have not gone that far with the new version.

Haven't released that particular change yet. 

Posted (edited)
3 hours ago, Monoman1 said:

There's 2 parts to this. One is allowing you to take stuff of a certain value. The other is access to the bed. 

 

1. Taking stuff is easy enough to change. It's controlled by game settings. 

iFavorConfidantValue

iFavorFriendValue

iFavorAllyValue

iFavorLoverValue

 

2. The free bed I never really knew about (or forgot) but it's nuts. "You chopped some wood for me? Great, here's a free room for life" is just bananas

I've taken a quick look at it. 

 

Quest: FavorJobsChopWood

Script: FavorJobsChopWoodScript 

 

 

 

To experiment... how do you change a game setting? is there a console command? or need to xedit (and would that work mid-game?)

 

EDIT: used xedit and set all ifavor settings to zero. also set global variable of JobsWoodValue from 5 to 1. Life just got harder. Seems the iFavor settings also changed the bed from available to owned. 

Edited by ck2modfan
Posted

I know the party quest has not been touched in a while but I have always wanted the party guests to try to get the PC drunk. SLHH or Drunk Redux could take over the consequences from there. 

Posted (edited)

Father remove the food and mead when Party quest active, how to fix that? I try to disable cum bottles tasks in MCM, but doesn't help, he still give that quest for me

Edited by Alis_999
Posted

  

52 minutes ago, Avoric said:

I know the party quest has not been touched in a while but I have always wanted the party guests to try to get the PC drunk. SLHH or Drunk Redux could take over the consequences from there. 

I want to change up the party anyway - mainly give a choice of food/drink for you to pick from. Same with father's meal/drink. Mainly so you can fail it by not remembering what they wanted. But finding the time/motivation is difficult. 

35 minutes ago, Alis_999 said:

Father remove the food and mead when Party quest active, how to fix that?

Tested that just now. Seems ok to me - didn't get taken. The other thing I'll have to check later. 

Posted

Posted 10.0 with some important fixes - mainly the fix for not getting a hood which may have fast forwarded you to the end of the supply run quest (if you're not anonymous)

Posted
15 hours ago, safado said:


 

You can copy from 9.2 the folder mesh, texture, and the outfit.json file to 9.9 and it become compatible with Skyrim SE.

 

 

Script / Dialog View / Seq folder and pchsWartimes.esp are the same for LE and SE version ?

Posted (edited)
2 hours ago, Samson Nite said:

Script / Dialog View / Seq folder and pchsWartimes.esp are the same for LE and SE version ?

 

SkyrimSE is 99% compatible with LE scripts***, DialogViews, Seq, and Sound assets. 

***Scripts as long all dependencies are available in the same form and reference index for SE.

 

  • For LE Meshes, it needs to be processed using "Cathedral Assets Optimizer" to clean/convert incompatible node branches that can be present in the mesh.
  • For LE Animations in Mesh folder, it needs to be converted using Creation KIT SE. Not necessary for Wartime, there are no animations as everything is from ZAZ and sexlab.
  • For LE texture, it needs to be also processed using CAO to convert/resize-Aspect-Ratio to DirectX11 DDS standards for compression and resize has to do with optimized tiling.  LE uses DirectX9 graphic asset standards, replaced in 11 used by SE.

 

Esp plugin in form43 is a constant back and fore about it.  Just use the plugin without conversion.

 

The SKSE folder is custom modding, and it depends on the usage of it, in the case of Wartime it stores many configuration attributes in json files.  For compatibility reasons between upgrades, only reuse the Outfit.json.  It minimizes bugs with missing entries in old Json.  Some bug fixes have to do with that.

 

Wartime 9.2SE Mesh and Texture folders can be reused on 9.9 and 10 (at the moment only those).  Do not overwrite, instead replace the folders, specially the texture folder, because the TGA files in "Textures\actors\character\facegendata\facetint\pchsWartimes.esp" can cause problems in SE. CAO can deal with that for you.  Disable BSA features in CAO unless you know why you need that.  No need to use CAO if folder replaced with 9.2SE version. 

 

You also require SL Survival update for new features in Wartime. Do the same and replace mesh and texture with 0.674 version.

 

Do not forget to re-do the bashed/Smashed/Tex5edit-Merge file to inject entries into containers and merchant inventories, very important for Belethor inventory.

 

If I was not clear, it is maybe better if you wait for conversion by someone like Silvain.


 

 

 

 

Edited by safado
Posted
26 minutes ago, safado said:

 

SkyrimSE is 99% compatible with LE scripts***, DialogViews, Seq, and Sound assets. 

***Scripts as long all dependencies are available in the same form and reference index for SE.

 

  • For LE Meshes, it needs to be processed using "Cathedral Assets Optimizer" to clean/convert incompatible node branches that can be present in the mesh.
  • For LE Animations in Mesh folder, it needs to be converted using Creation KIT SE. Not necessary for Wartime, there are no animations as everything is from ZAZ and sexlab.
  • For LE texture, it needs to be also processed using CAO to convert/resize-Aspect-Ratio to DirectX11 DDS standards for compression and resize has to do with optimized tiling.  LE uses DirectX9 graphic asset standards, replaced in 11 used by SE.

 

Esp plugin in form43 is a constant back and fore about it. 

 

The SKSE folder is custom modding, and it depends on the usage of it, in the case of Wartime it stores many configuration attributes in json files.  For compatibility reasons between upgrades, only reuse the Outfit.json.  It minimizes bugs with missing entries in old Json.  Some bug fixes have to do with that.

 

Wartime 9.2SE Mesh and Texture folders can be reused on 9.9 and 10 (at the moment only those).  Do not overwrite, instead replace the folders, specially the texture folder, because the TGA files in "Textures\actors\character\facegendata\facetint\pchsWartimes.esp" can cause problems in SE. CAO can deal with that for you.  Disable BSA features in CAO unless you know why you need that.  No need to use CAO if folder replaced with 9.2SE version. 

 

You also require SL Survival update for new features in Wartime. Do the same and replace mesh and texture with 0.674 version.

 

Do not forget to re-do the bashed/Smashed/Tex5edit-Merge file to inject entries into containers and merchant inventories, very important for Belethor inventory.

 

If I was not clear, it is maybe better if you wait for conversion by someone like Silvain.


 

 

 

 

Thanks so much for such detail explanation. It is very kind of you!!!!??

Let me try as you said first and see what happens. Hope that is OK. Thank you again !!!

Posted (edited)
22 minutes ago, Samson Nite said:

Thanks so much for such detail explanation. It is very kind of you!!!!??

Let me try as you said first and see what happens. Hope that is OK. Thank you again !!!

 

About SL Survival if you have customized JSON files it is better to reuse them, stuff like the BikiniArmors.json, BikBreak jsons, overlays, and the like.  Better use your mod manager and create a mod folder with your custom json. Better tracking during upgrade. 

 

The new code initialize during load, but also go out and return to home to refresh the script triggered by that event.

Review the MCM again, as you may need to set the hotkeys because of new JSON for settings.   Review options

 

Edited by safado
Posted

A problem in the SE conversion: The Piercing quest/task does not seem to finish correctly, I'll talk to the woman in the basement of Radiant Raiment and after talking with her will get a textbox, but this does not appear to be finished and when talking to the woman again the same dialogue comes up. Has anyone else had or solved this problem?

Posted
29 minutes ago, Polonium said:

A problem in the SE conversion: The Piercing quest/task does not seem to finish correctly, I'll talk to the woman in the basement of Radiant Raiment and after talking with her will get a textbox, but this does not appear to be finished and when talking to the woman again the same dialogue comes up. Has anyone else had or solved this problem?

If this is about the 'Check your piercings are correct message box' then everyone gets this message. Return to father and select 'Father?'. If you get 'Father's is pleased with my piercings' then I don't think there's anything to worry about. 

Posted (edited)
22 hours ago, Monoman1 said:

 

Tested that just now. Seems ok to me - didn't get taken. The other thing I'll have to check later. 

Hm... i tested more and may be understand why. I start the quest -> complete a few guests tasks -> save the game -> exit -> run Skyrim -> load the game -> continue party tasks -> sometimes works fine, sometimes father remove food and mead. Party quest use two items, may be you just add them as exceptions for cumslut quest?

Edited by Alis_999
Posted
On 11/29/2021 at 8:09 PM, Monoman1 said:

Right. That's an oversight. 

For now you can do probably just do 'StopQuest   pchsPlayerModestyQuest' before starting the run and do StartQuest after completing it. 

Tried changing the factions before but nothing changed. Also changed all the packages to not 'unlock doors' but nothing. I'd like to think I know a good bit about locking doors. I've done it a lot in SLS and even the cellar works ok for some reason. This is just going to be another one of these  'quirks' Skyrim has I think IMO. 

 

Next step might be to place OnLockStateChanged on the door and see if it even fires. 

Don't think I've ever seen one that worked well tbh. Usually they end up being hand job anims. 


Not sure if you've tried the OnLockStateChanged yet, or its results, but I was thinking about the lock thing myself again and was wondering, maybe having the door be locked on new game start would be an idea? Thinking about a lot of major locks in the base game, they tend to be locked by default and then either NPCs or the player interact with the locks to remove/renew them. If the door started locked when you start the game, it might properly register and then we'd just give the player a key to the house that can be later confiscated, or father/mother can let her out at the beginning of the game with the start of quest chain only for entry and exit to be later determined on father's whim. ?

Posted
11 minutes ago, Desvati said:


Not sure if you've tried the OnLockStateChanged yet, or its results, but I was thinking about the lock thing myself again and was wondering, maybe having the door be locked on new game start would be an idea? Thinking about a lot of major locks in the base game, they tend to be locked by default and then either NPCs or the player interact with the locks to remove/renew them. If the door started locked when you start the game, it might properly register and then we'd just give the player a key to the house that can be later confiscated, or father/mother can let her out at the beginning of the game with the start of quest chain only for entry and exit to be later determined on father's whim. ?

Initially flagging the door as locked in the CK didn't work either IIRC.

Posted
1 hour ago, Monoman1 said:

If this is about the 'Check your piercings are correct message box' then everyone gets this message. Return to father and select 'Father?'. If you get 'Father's is pleased with my piercings' then I don't think there's anything to worry about. 

No, the task is stuck at "Get Piercings in Solitude".

Posted
26 minutes ago, Polonium said:

No, the task is stuck at "Get Piercings in Solitude".

Are you returning via the provided free cart? (not fast traveling or any other way)

After that I'm afraid I don't know. Don't use SE. 

Posted
42 minutes ago, Monoman1 said:

Initially flagging the door as locked in the CK didn't work either IIRC.

Damn, should've figured you might've already tried. Wish there was a way I could mess around with this myself but I have no idea where to begin.

Posted
14 minutes ago, Desvati said:

Damn, should've figured you might've already tried. Wish there was a way I could mess around with this myself but I have no idea where to begin.

As with everything in skyrim there are usually ways around problems. Maybe you can disable the real door and place a 'fake' locked door in it's place instead. 

The lengths you have to go to sometimes though are enough to put me off. 

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