Jump to content

Recommended Posts

1 hour ago, ivraell said:

Is it possible that trauma settings are causing me to CTD on NPC decapitations? I've read faceoverlays have some issues, and I don't really have any mods that apply overlays to NPCs, especially in combat.

It's possible. The racemenu ini does say it's possible. Can't say I could ever attribute any CTDs to trauma + decapitation. Doesn't mean it doesn't happen,

 

What you can do: 

Disable trauma on Npcs or

Remove all the face traumas from the textures folder and rebuild the texture list in game. 

Disable decapitation (there's probably a mod for that somewhere)

Link to comment
3 hours ago, Monoman1 said:

It's possible. The racemenu ini does say it's possible. Can't say I could ever attribute any CTDs to trauma + decapitation. Doesn't mean it doesn't happen,

 

What you can do: 

Disable trauma on Npcs or

Remove all the face traumas from the textures folder and rebuild the texture list in game. 

Disable decapitation (there's probably a mod for that somewhere)

 

 

Disabling trauma worked, so at least I narrowed it down correctly. I'll probably have to find a mod later to disable decapitations since I'm sure to CTD when I get decapitated, I just haven't tested it yet (though that seems like a fitting result for letting my character get beheaded.)

 

 

 

Unrelated sidenote: playing through the campanions quest line and fighting the ghosts, and the inequality/misogyny stuff continue on into the afterlife, too. Skyrim really is sexist.

Link to comment
6 hours ago, ivraell said:

though that seems like a fitting result for letting my character get beheaded

Oh it's the PC getting beheaded causing CTDs? Hmm. Well I use a mod called violens. It has an option to disable killmoves on the PC. It's pretty much needed for my setup. Between requiem increasing damage and inequality lowering my health it leads to 'insta-ganking' of my character -> one hit kill move with no chance of any escape. The enemy doesn't even have to hit me first. 

Link to comment
On 4/13/2021 at 12:57 PM, HUKyBZ6672Th7Jn said:

Sexy Move is linked to FNIS Sexy move. An animation mod for female characters both player and NPCs https://www.nexusmods.com/skyrimspecialedition/mods/13303

 

Yea ik that, but if I install that mod it activates Sexy Move for PC automatically and that gets in the way Dynamic Animation Replacer (DAR). So my question was if I use this mod with Sexy Move (disabled in its* MCM), but then toggle it under SL Survival's animation wheel, does it still work?

Link to comment
13 hours ago, gnarlygag said:

 

Yea ik that, but if I install that mod it activates Sexy Move for PC automatically and that gets in the way Dynamic Animation Replacer (DAR). So my question was if I use this mod with Sexy Move (disabled in its* MCM), but then toggle it under SL Survival's animation wheel, does it still work?

My apologies I misunderstood.

Link to comment
14 hours ago, gnarlygag said:

 

Yea ik that, but if I install that mod it activates Sexy Move for PC automatically and that gets in the way Dynamic Animation Replacer (DAR). So my question was if I use this mod with Sexy Move (disabled in its* MCM), but then toggle it under SL Survival's animation wheel, does it still work?

 

In theory you probably only need the asset. which means you could uncheck the esp for FNISSexyMove. 

 

I practice I have not tested that. ?

 

If you are using MO2 I would put the asset folder pretty high up on the left hand side to avoid any of the other animations accidentally overwriting something else...

 

 

Link to comment
9 minutes ago, Corsayr said:

I practice I have not tested that. 

The esp definitely needs to be enabled. Animation set changes are routed through the SM quest+script. 

 

Whether or not the OPs original suggestion (enabled esp but disabled in Mcm and change via SLS) will work..... well I guess there's only one way to find out.... right?

It depends on how/when DAR works. I've never used it so I don't know. 

Link to comment
4 minutes ago, Monoman1 said:

The esp definitely needs to be enabled. Animation set changes are routed through the SM quest+script. 

 

Whether or not the OPs original suggestion (enabled esp but disabled in Mcm and change via SLS) will work..... well I guess there's only one way to find out.... right?

It depends on how/when DAR works. I've never used it so I don't know. 

 

grrr ?

 

DAR works at the time of the animation trigger based on the text file data. But it has a really low priority so it doesn't override more important animations. 

 

Which animation does SLS use from FNIS sexy move? is there maybe something else that could be used that would only need the asset? People really like Gun Slingers stuff, and they are pretty good about giving permissions to mod authors to use the animations. (I recall BW was able to get permission to use a few of them for Sexy Bandit Captives really easily) ?

Link to comment
19 minutes ago, Corsayr said:

People really like Gun Slingers stuff

I've been thinking of adding a 'pose' option to the wheel. Would make sense I guess. I'm not exactly in a rush with that part though. 

 

But posing and changing animation set are fairly different beasts. 

Link to comment
11 hours ago, Monoman1 said:

The esp definitely needs to be enabled. Animation set changes are routed through the SM quest+script. 

 

Whether or not the OPs original suggestion (enabled esp but disabled in Mcm and change via SLS) will work..... well I guess there's only one way to find out.... right?

It depends on how/when DAR works. I've never used it so I don't know. 

 

11 hours ago, Corsayr said:

 

grrr ?

 

DAR works at the time of the animation trigger based on the text file data. But it has a really low priority so it doesn't override more important animations. 

 

Which animation does SLS use from FNIS sexy move? is there maybe something else that could be used that would only need the asset? People really like Gun Slingers stuff, and they are pretty good about giving permissions to mod authors to use the animations. (I recall BW was able to get permission to use a few of them for Sexy Bandit Captives really easily) ?

 

So I tested that and here's the thing:

So what I did was I installed FNIS Sexy move, but there's no "disable" method in the MCM. So, what I did was set the default vanilla animation in its MCM, and then used SL Survival's wheel to toggle Sexy Move whenever. BUT, the problem is that the NPCs still use Sexy Move (you can only disable a max of 3) and if you turn off "NPC assignments in that MCM" it keeps giving you annoying periodic notifcations that NPC move assignments are off.

 

TL;DR you could install FNIS sexy move and set ur character to vanilla in its MCM, and then use SL Survival's wheel, but NPCs will still use the animations (or you could disable it, but you'll get notifications like every 2 minutes, pretty annoying IMO).

Basically, I ended up uninstalling sexy move altogether.

 

EDIT: Also FNIS Sexy move interferes with DAR's animations (the ones as you move, like holding your hands when ur cold) but the idles remain the same. I guess just enable it when ur using it and disable sexy move when ur not.

Link to comment

Use at your own risk! this does not have all the changes I normally make like adding the wrist and ankle slots to the half naked cover object. But I did a quick conversion because people were asking for it. The official version will be available when it is released from Beta. 

 

Sexlab Survival SE 0.657 Beta.7z

 

Copied from the SLS LE Beta post

______________________________________________________________________________________________________________________________________________

Beta time. Notables:

1. Dancing isn't finished but I want to push out fixes and QOL improvements for people that need it. 

2. I recommend checking out AS scenario Wartimes if you like interesting/brutal starts. Though to be proper brutal you need to advance the quest to at least indentured servitude otherwise I think it can be abused. Pros/cons are:

  Reveal hidden contents

3. There are some example overlay jsons and custom armor breakdowns on the mod features page. 

 

 

 

 

Full Changes:

v0.657

- Update will remove all traumas. 
- Introduced the 'concept' of residency. Owning a home in a hold has some advantages - No tolls & no escort requirement in that hold. You need a valid property licence and either own a home or have an arrangement of some sorts (Wartimes or kennel deal)
- After your first night in the kennel the keeper will have a proposition for you. Return to the kennel every night before midnight and in exchange he will provide: a safe chest to use, no tolls in that city, a single licence of your choice and he'll top up your skooma and cum potions as well on entering the kennel (depending on how addicted you are). Your chest is unlocked once per day for one hour after asking the keeper to be released in the morning. Failing to return to the kennel before midnight means tolls resume, you'll have no access to your stash and your free licence will be revoked. You can only have one kennel deal active at a time (one city). 
- Random guards can now act as enforcers around towns and can stop, search, confiscate your stuff, collar you and force assign an escort. But which guards...? Includes towns, cities and city exteriors. 'Disguise distance' applies too. Prepare to be paranoid :O
- Once enforcers and guard enforcers begin chasing you, you'll have to get a certain minimum distance from them for them to lose sight of you. Stops you being able to hide around a corner once spotted. 'Persistent enforcers' setting must be > 0. This means there's a minimum time and distance they'll give chase for now. 
- Items dropped on the ground will be stolen if left unattended. Do not leave stuff you want on the ground! Stuff is never actually deleted but moved to a container.
- Made stash stealing much, MUCH more aggressive. Nothing in any stash is safe for very long no matter how well hidden. You are taking a serious risk leaving something in unsafe containers! You'll have to find alternative means for a long term residence if you can't afford your own home. 
- Improvements to the types of items stolen by stash stealing. 
- Npcs will now attempt to steal from your stash when it is first unloaded. Dumping your backpack outside the city gate while going to a shop inside will probably be a very bad idea....
- Added options 'Easy Homes'. If enabled then you don't need to be dragonborn or have completed tasks to buy homes. How did all the other schlubs around town get their homes? Gives you a reason to go to town more. Locks you into a property licence. Make you vulnerable to eviction. But hey, 'easy' right?
- Options to set home prices. 
- Added bonus SLSO enjoyment when a male cums inside the PC. The amount of enjoyment gained is based on the size of the load and how addicted to cum the PC is. This has knock on consequences for STA masochism, SLS orgasm fatigue and creature corruption. Try to resist slut.
- Cum addicts may orgasm when swallowing cum if their addiction level and enjoyment is high enough (SLSO). These kinds of orgasms ignore devious belts....
- Cum swallowing sounds and FHU inflation should be a little better synchronized now.
- Added support for MCM translations with thanks to tznvlw.
- Added Apropos2 wear and tear to the status menu. 
- Fixed collecting cum wasn't removing an empty cumtainer. 
- Fixed some Mcm settings not saving/loading.
- Added SLS version as a global StUtil variable. See API. 
- Added 60 second timeout to player pushing on various events to try to stop it occuring at bad times and leaving you stuck. Events: Animation Ending, Combat end, bleedout.
- Disabling both tolls and licences will disable gate guards. 
- Fixed trauma backend would still consider a trauma applied if the system could not find an empty slot. 
- Fixed trauma smurfing. Definitely. For sure. No doubt. 110%.
- Added safeguard to trauma for smurfing + information dump if it occurs. 
- Fixed kennel keeper wasn't taking his gold for the cell. Nobody spotted this? Cheapskates.
- Fixed some dialogue conditions on paying for a kennel cell. 
- Added a hotkey for the AIO status menu only.
- Added mod events to add/remove containers to/from stash tracking and stealing.
- Added to debug menu: Trauma, Stolen Stuff, Stash Tracking & Vendor Gold Estimations.
- Mod should now be compatibile with Trade & Barter. 
- Made the end table beside your bed in your Wartimes home a safe stash. 

 

V0.646

- Added 'compatibility mode' to bikini breakdowns. Stuff won't be added to your inventory until you close the crafting menu. This is for mods like 'Living takes time' and 'Time passes' which were passing time for every bikini piece which was making breakdowns take an entire day to complete. 
- Added missing banded iron armor -> iron bikini breakdown. 
- Fixed checking the wrong Wartimes ref to check if your father was alive. 

 

V0.645

- Fixed couldn't turn off the voices.

- Fixed dwarven gloves bikini breakdown.

 

V0.644

- Enforcers won't force assign escort in riverwood or rorikstead if you still have your Wartimes home.
- Added condition your father must be alive for you to be considered as having a home with Wartimes. No 'just kill him' short cuts. 
- Changed APIs handling of issuing licences to be more reliable. 
- API can now issue the newer licence types. 
- _SLS_LicenceXValidUntil variables now available as storageutil floats. 
- Added Mcm option 'Force check DF'.
- Added debug function to add/remove magic curse. 
- Added add/remove magic curse to API.
- Added debug functions to issue licences via the API. 
- Added a lot of missing voice lines for the still unfinished dancing spectators. 

- Magic curse status available as a storage util variable. See the API.

 

V0.642

- Changed tongues to slot 44 (gag slot).
- New daydreaming easter egg. Beware the voices in your head.
- Added a way for you to explore, clear and set overlays on yourself and, more importantly, on other actors. Use carefully! Should primarily be used to diagnose issues rather than setting overlays. But that's also an option. You can download some pre-made overlay jsons from the features page. 
- Replaced cum potions with pretty appropriate cock potion bottles from Aradia with thanks.
- Added 'Armor Breakdown'. Break vanilla` armors into bikini armors using a forge.
- Added some compatibility with 'Wartimes - A daughter's tale'. While you still have a home with your mother and father you won't have to pay tolls or be assigned an escort while in Whiterun hold. Exact conditions are: Mother is alive, 'Home' owning faction is the player and father's favor is >= 0.
- Restructured the dance menu. Added support for TDF prostitution, Shake It & Shake It Some More. You can add more dance mods or customize existing ones via json. Dancing spectators is currently unfinished!!
- Added option 'Drain magicka to' for the magic curse. 
- Allowed turning off devices for pick pocket fail outcomes. 
- Stopped followers taking stupid shit when their clothes get confiscated (again). Breast yokes this time. 
- Fixed enforcer respawn duration was in hours not days. 
- Added AddItemMenu button to debug menu for convenience (mine mostly).
- Added debug function 'Get Actor Factions'.
- Added debug function 'Get keywords'. Useful for checking keywords on armor parts for bikini curse for example. 
- Added debug function to display yps fashion tweak variables. 
- Added various cell and object ownership options to the debugging menu. 
- Fixed couldn't use debug function 'container transfer' on an actor. 
- Fixed jiggles not toggling off.
- Added an option to configure the duration of ahegao face. 
- Fixed ahegao face applying on device orgasms without SLSO installed. 
- Recompiled the Devious interface scripts with DD5.1. No errors at least.  
- Fixed a teensy-weensy whoopsie in sleep deprivation time of day calculation. 
- Wheel main menu now grabs the crosshairs reference immediately instead of waiting for you to select an applicable function. This just means you don't have to follow a moving target around while you dig through the menu to get to the option you want to run on them. And probably miss them in the end. 
- Added option to disable curfew notifications.
- Added a way for you to remove specific actors from saying nasty hello comments, proximity spanking or cat calling you where it's not appropriate. I've added your mother and father to this faction in 'Wartimes - A daughter's tale'. 
- Fixed proximity push quest was start game enabled when it shouldn't be. 
- Changed cum potions from potions to food items as seems more in line with the rest of the mod.
- Cum potions no longer return 'empty cumtainers' for you to reuse to try to er... balance the ecumomy. Prepared cum junkies can still buy empty cumtainers from apothecaries. 
- Changed sticking out tongue to stick out tongue first and then open mouth so that I can use QueueNiNodeUpdate(). Timing will be off but at least I don't have to force the camera now which can break it. 
- Fixed some bad logic in ahegoa face around determining when to end the effect and loading the game while the effect was in progress. 
- Get sent to the kennel from city exteriors when caught repeatedly breaking curfew. 
- Added extra exit checks to devious furniture effects as some furniture is not sending OnSit/OnGetUp events at appropriate times.
- Daydreaming effect while talking to Npcs should end more reliably. 
- Mcm fixes. 

 

 

Link to comment
45 minutes ago, Corsayr said:

 

I use iNeed so I do not know if this will cause any trouble (but using CACO with iNeed doesn't cause any problems with SLS). Quick look makes me think is should not, but I can make no promises. 

Which ones do work with the cum swallow mechanic? 

 

I'd assume iNeed does?

Link to comment
39 minutes ago, Corsayr said:

Use at your own risk! this does not have all the changes I normally make like adding the wrist and ankle slots to the half naked cover object. But I did a quick conversion because people were asking for it. The official version will be available when it is released from Beta. 

just curious:
what additional changes do you usually make when porting an LE mods to SE?
the thing's i've done in the past:
CAO + nif optimizer
export heads via creation kit

look into scripts for nioverride -> replace with skee

 

at least these are the things i remember off the top of my head

Link to comment
24 minutes ago, yeahhowaboutnooo said:

just curious:
what additional changes do you usually make when porting an LE mods to SE?
the thing's i've done in the past:
CAO + nif optimizer
export heads via creation kit

look into scripts for nioverride -> replace with skee

 

at least these are the things i remember off the top of my head

 

Add the wrist and ankle to the half naked cover slot 32 item

create the info file for MO2 so it has the mod path to LL and update info (plus a couple changes in the FOMOD to make sure it installs over the other old SE version instead of creating a new version that doesn't say SE)

 

I haven't been exporting the heads but will probably do that for this update as I have been having issues with CTD from enforcers

 

did you find any scripts that need the skee changes? I didn't really look for that

Link to comment
10 hours ago, Corsayr said:

did you find any scripts that need the skee changes? I didn't really look for that

yps fashion needed it afaik for nioverride high heel support.

 

10 hours ago, Corsayr said:

I haven't been exporting the heads but will probably do that for this update as I have been having issues with CTD from enforcers

 

i doubt you don't already know this, but in case you need help: this is afaik the easiest way:

 

Spoiler

image.png.ea62e05b3f974ea3e61a8ffc92586ee4.png

 

load sl survival esp as active file

tick show only active forms

click on actor

mark all npcs via shift+left click

ctrl + f4

 

also: not 100% sure but afaik head export uses your currently installed face/hair textures/meshes -> if you have a very modded skyrim install the exported heads may now no longer use vanilla textures/meshes. Again: not entirely sure on this and too tired atm to check :P 

 

edit: this should fix ctds related to not having exported facegen as well:
https://www.nexusmods.com/skyrimspecialedition/mods/42441

Link to comment

Hey Corsayr do you do any major changes to the scripts when you do your conversions? Or are those usually left as is? Only ask because I modify them quite a bit when decide to update and was wondering if I could use your conversions as a base... ty!

Link to comment
12 hours ago, AthenaESIV said:

Hey Corsayr do you do any major changes to the scripts when you do your conversions? Or are those usually left as is? Only ask because I modify them quite a bit when decide to update and was wondering if I could use your conversions as a base... ty!

 

What kind of changes are you making?

Link to comment
12 hours ago, AthenaESIV said:

Hey Corsayr do you do any major changes to the scripts when you do your conversions? Or are those usually left as is? Only ask because I modify them quite a bit when decide to update and was wondering if I could use your conversions as a base... ty!

 

It may seem like I have been doing this forever, but really this will be my 2nd update ?

 

The first post didn't count because all I really did was convert it. Then the next update I started doing SE specific changes and since then I have been adding to a mental list things to do for the next one. But it is all a bit muddled in my head because I do two sets of changes. One for the published SE version, and another one for my particular game which has changes that are needed to make SLS work the way I want with all my other mods. 

 

I have not really gotten a "system" so to speak for these updates yet which is why I have been avoiding doing any of the beta versions. ?

Link to comment

Okay so after i updated to the new beta se release my mcm looks weird the text looks like this: $SLS_pSettings    Settings  instead of just saying settings.

 

EDIT: So it seems that Mod Organizer didn't install the interface folder for some reason after putting the folder in myself it was fixed

Link to comment
1 hour ago, crosser0987 said:

So it seems that Mod Organizer didn't install the interface folder for some reason after putting the folder in myself it was fixed

Yea. I messed up the fomod. Fixed in 658. 

If you're stuck with 657 just copy in the interface folder manually

Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...