jbezorg Posted May 29, 2013 Author Posted May 29, 2013 Or if you have to move both actors ([shift]+[ArrowKeys]), press [Home] when your done, to rest the positioning to default and then rearrange the giving actor ([ArrowKeys], like jbezorg wrote). if you hold the keys to move both actors, the animation may screw up, same if you press them AutoFire like. i recommend to wait for the giving actor to be realligned after moving both, before moving them again. You can also tap the up/down arrow keys. That will force a vertical adjustment that will recenter the actors. IK will then realign the actors to the ground. It's also useful if the actors are stuck under a table or the like. Moving the "male" actor up will eventually force that actor to align with the table top and that will pull the "female" actor in line with the table top as well.
CGi Posted May 29, 2013 Posted May 29, 2013 Up/down screwed up the allignment for me every time, so i avoid using those keys.Reseting the position doesn't work then either. :/ My toons last master was so into alchemie, everytime he wanted to screw my toon, both ended up under the alchemy table (as the position and the direction the master faces, are the base for where the animation starts, really bad choice there). -.- Tryed alot to reallign them, and what i wrote before was the only stable solution for me.
AwfulArchdemon Posted May 29, 2013 Posted May 29, 2013 It seems that any object an NPC has in his "route" will move you to it, as if it is exactly where he is supposed to be. I've been stuck under many an Alchemy table...Up and down have only worked (for me) on Laying, sideways doggy. Everything else resulted in an up/down bounce, that sometimes (but not always) stopped doing that in the final phase. Up and down LOOK like they're gonna work, but then they get "sucked" down into a position that's level with their most immediate surface.
WaxenFigure Posted May 29, 2013 Posted May 29, 2013 Ok, had to completely reinstall Skyrim so this time I switched to using Mod Organizer and then had to learn how to install mods using it so they'll play nice which means it took a lot longer. It's more work than NMM but it also works a whole lot better and shows you what mods are used by your saves so you can even recover saves from a previous install as long as the reason you reinstalled wasn't corrupted save games. Once completed I used SD to test and found all is working well but there were a few things I noted that have changed since the last time I ran the mod. One of them is that the DB slave is moved to where ever the master is for sex or punishment instead of the master going to the slave, that's more realistic but is also the reason why more people are complaining about sex on uneven ground or objects because the master is nearly always on or near furniture. Making the master go to the slave solves a lot of that because the slave is more likely to be in an open space with room for sexual activity and punishments to take place without problems (I once was stuck on the wheel between a wall and a bed which made the master stand on me for the duration of the punishment so he never even landed a blow). What we really, really need is a way to find an open and level area that's large enough that both the master and the slave can be moved to but right now that's just wishful thinking, there's no API for examining the environment (a serious oversight by Bethesda). All said and done, it's still a fun mod. Looking forward to the SD2 version and of course an idea: Your Chaurus Estrus mod brings to mind being enslaved by the Falmer and forced to bear Chaurus eggs because a few days covered in sexual fluids make them more tasty for the Falmer or something like that. You could even add a book telling how that is one of the things done by the Dwemer to the Falmer as part of their subjugation. You could use the mechanical estrus animation (with a Dwemer retexture) for that one, triggered by a Falmer instead of by a Chaurus. Of course for the guys they could be made to regularly masturbate onto Chaurus eggs for a similar reason (I don't think even the Falmer would want eggs from the "other" orifice).
AwfulArchdemon Posted May 29, 2013 Posted May 29, 2013 Any advice? Sounds like something I'd prefer to use. And thank you! (but what's Mod Organizer? New?)
jbezorg Posted May 29, 2013 Author Posted May 29, 2013 (edited) Up/down screwed up the allignment for me every time, so i avoid using those keys. Reseting the position doesn't work then either. :/ My toons last master was so into alchemie, everytime he wanted to screw my toon, both ended up under the alchemy table (as the position and the direction the master faces, are the base for where the animation starts, really bad choice there). -.- Tryed alot to reallign them, and what i wrote before was the only stable solution for me. What we really, really need is a way to find an open and level area that's large enough that both the master and the slave can be moved to but right now that's just wishful thinking, there's no API for examining the environment (a serious oversight by Bethesda). I'm experimenting with summoned creatures right now for SD2. In this case, the summoned creature is a static X position marker. Then centering the action on the summoned creature's position. When you summoned a creature with a spell, there is an option to align it to the nav mesh so it doesn't appear inside a wall or within a table if your cross-hair is pointing at them. If I align to the action to the summoned static X position marker. Alignment problem solved. It will always be in the clear**... Except I can't directly control where the NPC of Player is pointing. Though the idea just came to me of some sort of invisible object that shoots the summon projectile at the player's feet. Back to messing around with the CK ** Except in the case of when a mod adds furniture and terrain and does not update the nav mesh. Edited May 29, 2013 by jbezorg
WaxenFigure Posted May 29, 2013 Posted May 29, 2013 Any advice? Sounds like something I'd prefer to use. And thank you! (but what's Mod Organizer? New?)Nope, it's been around a while and was recommended to me a while back but I had a working game by then so I just kept it in mind until the game went south on me. http://skyrim.nexusmods.com/mods/1334/? If you do a lot of manual installs then MO is THE tool, it's automatic installs don't work that well but it keeps all the mods and their files completely separate and out of the main Skyrim folders so when you remove or update a mod you can be sure that all the old files went away. Now if a mod breaks my game I can be sure I removed it and every evil thing it did instead of just having to give up and reinstall again from scratch.
AwfulArchdemon Posted May 29, 2013 Posted May 29, 2013 Any advice? Sounds like something I'd prefer to use. And thank you! (but what's Mod Organizer? New?)Nope, it's been around a while and was recommended to me a while back but I had a working game by then so I just kept it in mind until the game went south on me. http://skyrim.nexusmods.com/mods/1334/? If you do a lot of manual installs then MO is THE tool, it's automatic installs don't work that well but it keeps all the mods and their files completely separate and out of the main Skyrim folders so when you remove or update a mod you can be sure that all the old files went away. Now if a mod breaks my game I can be sure I removed it and every evil thing it did instead of just having to give up and reinstall again from scratch. My goodness (of which there is little)! So, am I supposed to dl all 5 of those on the dp? Looks wonderful. Thanks again! Thank you @Tannin!
CGi Posted May 29, 2013 Posted May 29, 2013 Tryed Mod Organizer, but the fact that it doesn't restore loose files, that it's keeps my mods archived uncompressed and that it yells at me, if a mod doesn't come with it's files in a folder named Data, moved me away from it.Why in the name of modding, should i put a data folder in my mod archives and the mod files inside it? No mod manager installs into the games base dir (security reasons i guess) but always into data. it's a miracle to me. But maybe i'm all wrong, as new versions brought new features to MO. Another good alternative is TMM, as it covers TES4 and TES5. But still lacks lots of features, that NMM and Wrye have.
AwfulArchdemon Posted May 29, 2013 Posted May 29, 2013 Also looks good, meaning: Anything that tells me exactly where my mods "data" is, is a good find. I don't need a manager, if I know exactly where the info can be found, and Idon't like the surprises I get from NMM either. Thank you, CGI, and WaxenFigure, for the superb ideas!
Pinute Posted May 29, 2013 Posted May 29, 2013 I second the mod organizer suggestion. When I realized that switching from CBBE to UNP was as simple as spending a few seconds unmarking CBBE mods and marking the UNP ones (no more having to remember mod install orders) I saw the possibilities, like never again having to worry that the proper loose files got removed and restored. Then when I found the parts where I can select which files in a mod won't get installed and where I can instantly see what files are overwritten by a another mod (oh, troubleshooting heaven!) I never looked back. Edit: True, it's one weakness is handling the long list of mods I've downloaded but aren't part of my various profiles' working sets. But that's something I can live with.
Damicles Posted May 29, 2013 Posted May 29, 2013 Just wanted to ask after you escaped killing your master is the quest enslaved suppose to stay in the journal because I don't get a complete when I do in the master ? Cheers
CGi Posted May 29, 2013 Posted May 29, 2013 in case of killing your master, the quest is supposed to end immidiatly.But as it didn't, wait 1h or more and see if it comletes itself, like when getting free w/o killing your master.
DeepBlueFrog Posted May 29, 2013 Posted May 29, 2013 Regarding positioning and stability of animations, it may be worth investigating how Sexis Defeated or Sexis Working Girl handle things. I rarely experienced stuttering of the animation or positioning issues with these as opposed to very frequently with SD. I just had another epic moment thanks to SD by the way... running away from a master, hands still bound in my back, dodging Forsworns, Thalmor agents and two dragons on the road to Markath. It took me a while before I could recover enough to go back and get my gear. If I had one big request / wish for SD2 it would be for more variability. Things like a random starting demerit based on the master's disposition, or a variable 'release' target based on what happens during captivity (the longer you stay captive, the harder it is for them to let you go). Or more dialog options instead of a single choice 'anger' vs 'passive'. Sign me up to the waiting line looking forward to SD2
Damicles Posted May 30, 2013 Posted May 30, 2013 in case of killing your master, the quest is supposed to end immidiatly. But as it didn't, wait 1h or more and see if it comletes itself, like when getting free w/o killing your master. Thanks for the reply managed to get it working so far so good. As for SD2 just wondering if you followers are going to end up enslaved as well as abused as you are. You could even have a quest to rescue you follower from the slavers.
WaxenFigure Posted May 30, 2013 Posted May 30, 2013 Regarding positioning and stability of animations, it may be worth investigating how Sexis Defeated or Sexis Working Girl handle things. I rarely experienced stuttering of the animation or positioning issues with these as opposed to very frequently with SD. I just had another epic moment thanks to SD by the way... running away from a master, hands still bound in my back, dodging Forsworns, Thalmor agents and two dragons on the road to Markath. It took me a while before I could recover enough to go back and get my gear. If I had one big request / wish for SD2 it would be for more variability. Things like a random starting demerit based on the master's disposition, or a variable 'release' target based on what happens during captivity (the longer you stay captive, the harder it is for them to let you go). Or more dialog options instead of a single choice 'anger' vs 'passive'. Sign me up to the waiting line looking forward to SD2 Already noted that SD2 will use the SexLab framework which means it won't have it's own built in sex animations but will be playing through the common pool.
CGi Posted May 30, 2013 Posted May 30, 2013 Thanks for the reply managed to get it working so far so good. As for SD2 just wondering if you followers are going to end up enslaved as well as abused as you are. You could even have a quest to rescue you follower from the slavers. Having your follower(s) enslaved is already possible, but hard to accomplish. if your follower(s) get enslaved, they'll follow your toon around and not receive any sex nor punishment. if any of those will be changed in SD2 is not guranteed, as the biggest change in SD2 will be the change of the code base. Every gameplay element will be handled by the addons, that run on SD2s framework. This again means, that more people can mod based on the idea of SD, bringing more diversity and features.
CGi Posted May 30, 2013 Posted May 30, 2013 Does the game ctd after saving even once? And how long did you play, before you saved the first time.The game tends to clutter up the available memory, no matter how often you use PCB, because after a while it stops freeing up obsolete resources completly. if it happens when saving for the first time (after not having played 1h or more), do a clean safe, load this clean save again (fully quitting the game before loading the save game), wait at least 2h ingame time, enter "clearinvalidregistrations" into the console and execute it. Save again, quit, load and hope for the best. P.s.: if you use one of those PCB'ing mods, get rid of it, as PCB'ing in intervals (like 10mins) is NOT a good idea, even tho it might help for a while.PCB before (or best after) entering a new cell (interior, exterior) or when the framerate drops noticibly.
Damicles Posted May 30, 2013 Posted May 30, 2013 Can anyone tell me how to add a custom slave outfit to this thanks.
sirwesner Posted May 30, 2013 Posted May 30, 2013 Great mod! I got some great laughs from this. Keep up the great work!
CGi Posted May 30, 2013 Posted May 30, 2013 Thanks for the fast reply! Yeah, the ctd problem started when i had uninstalled SD, so i had played a couple of hours before i had uninstalled it. Nope, i don't think i have any PCB mods. Did you do another clean save? You must install SD again, before doing this. Can anyone tell me how to add a custom slave outfit to this thanks. Read the OP or the tooltips in SDs MCM menu.
lightspeed Posted May 31, 2013 Posted May 31, 2013 Love this mod! I'm trying to uninstall SD on a character to enable Sanguine's Artifact thing (want to see what it does) so I did the uninstall (from MCM and the sd_reset.bat, not at the same time ofc), save, removed the mod and went back in. But now, whenever I try to save (autosave, quicksave, save in console) I CTD right away. Does any one have a solution? Having the mod enabled fixes this but that doesn't really help, since I want to remove it. bump I still can't uninstall SD without a CTD when saving. I've tried everything I can think of (uninstall from MCM, wait few hours, save, uninstall mod, run FNIS, wait few hours, clearinvalidregistrations, sd_reset.bat, save, CTD).
CGi Posted May 31, 2013 Posted May 31, 2013 My last guess, are left over items in your inventory. Some of them invisible to the player.So my suggestion:- completely emtpy your toons inventory by transfering all stuff to a safe storage; - if you find items, you don't know where they came from or what they are, keep them in your inventory; - enter "player.removeallitems" into the console (w/o quotes) and execute it; Save, quit and start doing the whole clean-save thingie again. But be aware: By executing the console command, all items left in your toons inventory are lost.
lightspeed Posted May 31, 2013 Posted May 31, 2013 Hmm... I'm a bit afraid of running that command since I have a lot of quest items that are stuck in my inventory (for example, all the black books from Dragonborn). I think I have an idea though. Will report back in a few. Edit: Nope, nothing. Still crashes on save. Removeallitems doesn't remove quest items so that was fine.
GrimReaperCalls Posted May 31, 2013 Posted May 31, 2013 Love this mod! I'm trying to uninstall SD on a character to enable Sanguine's Artifact thing (want to see what it does) so I did the uninstall (from MCM and the sd_reset.bat, not at the same time ofc), save, removed the mod and went back in. But now, whenever I try to save (autosave, quicksave, save in console) I CTD right away. Does any one have a solution? Having the mod enabled fixes this but that doesn't really help, since I want to remove it. bump I still can't uninstall SD without a CTD when saving. I've tried everything I can think of (uninstall from MCM, wait few hours, save, uninstall mod, run FNIS, wait few hours, clearinvalidregistrations, sd_reset.bat, save, CTD). Did you run the .bat file from within the game? You need to do that. I had trouble running it in .bat format, so saved it as a .txt file and let Skyrim take care of the .bat-conversion. You can try doing what I did, copy and paste the text in the spoiler (it's the code in the sd_reset.bat file) into a .txt file and name it whatever, like sledgehammer.txt. stopquest _SD_mcm_001 stopquest _SD_watcher stopquest _SD_controller stopquest _SD_enslavement stopquest _SD_snp stopquest _SD_arrested stopquest _SD_crime stopquest _SD_naked stopquest _SD_sprigganslave stopquest _SD_enslavement_tasks stopquest _SD_thugslave stopquest _SD_bountyslave stopquest _SD_dream stopquest _SD_whore Save it in your Skyrim directory (steamapps\common\Skyrim). Start the game, load the save, open the console and type bat sledgehammer This will run the text in the .txt file as a .bat code. You can also write every line by hand and end all the quests manually, but it's quicker to do it this way. Then save and uninstall SD.
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