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Posted
6 hours ago, Tokyoghoul67 said:

Well downloaded this mod and all of the requirements. Got errors on FNIS saying that it's not compatible with my game. I have Skyrim SE but have to use Sexlab AE due to having the 1.6.640. Tried using TES5Edit and got the error about the Key/not having the dll. When I start the game my character is a stick figure (arms, body don't move). Any idea what may be causing this?

 

You are really lost.
Check spoiler

Spoiler

TES5EDIT is xEdit for Skyrim LE. You need SSEEdit for SkyrimSE/AE.

 

SLS:

Get unofficial SkyrimSE/AE SL Survival 0.685 from here. Is the latest SL Survival (SLS) converted to SkyrimSE/AE, original is for SkyrimLE.

- SLS now REQUIRES PO3 Papyrus Extender:

SE: https://www.nexusmods.com/skyrimspecialedition/mods/22854   <---- important

Also, you need UIExtensions for SkyrimSE/AE.   Installation may bug out without it.

 

Description of features in original author blog.

 

FNIS:   T pose issue.

FNIS for SE will fail to create animation behavior file if one of the animation is for SkyrimLE 32bit havok framework.

FNIS has "HKX file compatibility check", enable it to list incompatible files.  Use the file name and location to detect what mod is incompatible and uninstall it.

 

 

Skyrim AE is SkyrimSE 1.6 with extra garbage from Bethesda Creation Club. Most SkyrimSE mods should work on "SkyrimAE" with appropriate updated SkyrimAE 1.6.640 SKSE64 plugin libraries (.DLL files in SKSE folder). 

 

Posted
17 hours ago, safado said:

 

You are really lost.
Check spoiler

  Reveal hidden contents

TES5EDIT is xEdit for Skyrim LE. You need SSEEdit for SkyrimSE/AE.

 

SLS:

Get unofficial SkyrimSE/AE SL Survival 0.685 from here. Is the latest SL Survival (SLS) converted to SkyrimSE/AE, original is for SkyrimLE.

- SLS now REQUIRES PO3 Papyrus Extender:

SE: https://www.nexusmods.com/skyrimspecialedition/mods/22854   <---- important

Also, you need UIExtensions for SkyrimSE/AE.   Installation may bug out without it.

 

Description of features in original author blog.

 

FNIS:   T pose issue.

FNIS for SE will fail to create animation behavior file if one of the animation is for SkyrimLE 32bit havok framework.

FNIS has "HKX file compatibility check", enable it to list incompatible files.  Use the file name and location to detect what mod is incompatible and uninstall it.

 

 

Skyrim AE is SkyrimSE 1.6 with extra garbage from Bethesda Creation Club. Most SkyrimSE mods should work on "SkyrimAE" with appropriate updated SkyrimAE 1.6.640 SKSE64 plugin libraries (.DLL files in SKSE folder). 

 

So I went to the spoiler and downloaded the below and now it seems to work (thank you). My question now is about the TES5Edit. I still get the attached pictures errors. 

 

Wartimes 10.3: Wartimes Tweak v10.3 (15-Mar-2022) SE.7z

SLS: Sexlab Survival 0.674 BETA (27-Oct-2021) SE.7z

SLS original mod because I was getting the missing masters alert. (had to delete this because I was getting the stick figure character)

TAWOBA Remastered 6.1

Wartimes 10 Voice Pack from Inoha (https://www.loverslab.com/topic/149018-wartimes-a-daughters-tale-le-alternate-start-scenario/?do=findComment&comment=3679944) : pchsWartime Monoman Fix V10.0_Voice_Pack_SE.7z The SE pack was downloaded.

SLS Sunhelm Extension by DisarmingSnail (build on 0.685):

Sexlab SE

Simply Knock SE. 

Latest PapyrusUtil for SE

An xEdit patch is practically required at this point

Various SL Triggers Addons + Sperm Alchemy Ingredients 1.0.1 + 1.0

SexLab Inflation Framework SE 1.2.2 beta

TES5Edit.png

TES5Edit2.png

Posted (edited)

xEdit is an external tool, no point installing it as a regular mod, inside your Skyrim folder. Best to keep it separate. As for the message, run skyrim executable at least once.

Edited by belegost
Posted
9 hours ago, belegost said:

xEdit is an external tool, no point installing it as a regular mod, inside your Skyrim folder. Best to keep it separate. As for the message, run skyrim executable at least once.

Don't have it installed as a regular mod inside vortex (do you mean to have it on your desktop?). It's installed as follows: steam library-steam apps-common-skyrim special edition-data-tes5edit. just like the fnis, skyrim script extender 64 and bodyslide mods but I placed it inside that folder manually.

Posted (edited)
4 hours ago, Tokyoghoul67 said:

Don't have it installed as a regular mod inside vortex (do you mean to have it on your desktop?). It's installed as follows: steam library-steam apps-common-skyrim special edition-data-tes5edit. just like the fnis, skyrim script extender 64 and bodyslide mods but I placed it inside that folder manually.

That's still inside the game, install it to a folder that is not part of Skyrim. Or Steam

Edited by ebbluminous
Posted (edited)
23 hours ago, Tokyoghoul67 said:

TES5Edit.png

 

 

Do not use TES5EDIT, it is preset for original Skyrim and not SkyrimSE.

Use SSEEDIT 4.x.x.  Create Desktop shortcuts to the application SSEEdit.exe and SSEeditQuickAutoClean for easy access.

 

Note: Technically the same program, but SSEEDIT is prepackaged for SkyrimSE/AE.   Your error is because TES5EDIT can't find original Skyrim (2011) or Skyrim-Legendary installed. SSEEDIT will only look for Skyrim Special Edition or Anniversary, and should find it without error because that is your game version.

 

"Stick figures" issue is because you need to run install (like a normal mod) and run Fores New Idles in Skyrim SE - FNIS SE. Create desktop shorcut to FNIS file GenerateFNISforUsers.exe and run it every time you add or remove a mod that add animations or if you have the stick figure issue.   It is found in "*****steam library*****\Skyrim Special Edition\Data\tools\GenerateFNIS_for_Users" after mod deployment with Vortex.

Spoiler

You will have to run a generator tool GenerateFNISforUsers.exe (part of FNIS Behavior) every time you have installed or uninstalled FNIS, or an FNIS based mod.

 

Edited by safado
Posted
15 hours ago, safado said:

 

Do not use TES5EDIT, it is preset for original Skyrim and not SkyrimSE.

Use SSEEDIT 4.x.x.  Create Desktop shortcuts to the application SSEEdit.exe and SSEeditQuickAutoClean for easy access.

 

Note: Technically the same program, but SSEEDIT is prepackaged for SkyrimSE/AE.   Your error is because TES5EDIT can't find original Skyrim (2011) or Skyrim-Legendary installed. SSEEDIT will only look for Skyrim Special Edition or Anniversary, and should find it without error because that is your game version.

 

"Stick figures" issue is because you need to run install (like a normal mod) and run Fores New Idles in Skyrim SE - FNIS SE. Create desktop shorcut to FNIS file GenerateFNISforUsers.exe and run it every time you add or remove a mod that add animations or if you have the stick figure issue.   It is found in "*****steam library*****\Skyrim Special Edition\Data\tools\GenerateFNIS_for_Users" after mod deployment with Vortex.

  Reveal hidden contents

You will have to run a generator tool GenerateFNISforUsers.exe (part of FNIS Behavior) every time you have installed or uninstalled FNIS, or an FNIS based mod.

 

Ok, clicked on the SSEEDIT and downloaded/installed it. No problems (so far LOL!!!) Thanks for your help!

Posted (edited)
3 hours ago, momentomori99 said:

Is this mod still getting updates ? ive been using it for years but hasn't been updated for a while ?

 

You are in the wrong forum for the updates.  This forum is for a very old conversion from Corsays. He stopped doing them, and before him, it was Nomcaz.

This forum is good because Corsayr did a couple of compatibility patches that are still needed, nothing else.

 

Get the last SLS beta release 0.685 from the development blog (SkyrimLE version).

The unofficial SLS SkyrimSE version done by Silvain is in Wartimes forum.  For support, use the SkyrimLE forum created by the original author.

These links are in the front page of this forum.

Monoman1 is currently in transition to set up a SkyrimAE development platform and is currently targeting Wartime Tweak do-over and maybe his outfit manager mod.

 

Edited by safado
Posted

There is some wierd interaction with this mod and SexLab P+, SLSO and the patch to make P+ and SLSO work together. Scenes started with the begging dialogue work, but after the scene is finished, my character becomes completely stuck. I can move the camera, but can't move, jump, open inventory, raise weapons, etc. I've tried a lot of things and it is entirely impossible to get unstuck, once you are. Tried it on multiple new saves, and the same thing happened.

 

Also, the fondle creature dialogue doesn't work; no options other than the increase arousal of creature appears. This is usually because survival doesn't find any creature animations, but creature scenes work just fine with other mods. I can't say for certain that this is caused by the same as the above though, since I did fuck around somewhat with my animation register.

Posted
On 10/10/2023 at 5:49 AM, furel said:

 

There is a note on the What is new at the bottom of the download page:

"Known issue: In some builds the Enforcers are causing a CTD as you approach a town. Current fix is to go into the MCM and set the min and max spawn numbers for enforcers to 0"

 

I there is a patch somewhere in here, I think.

 

However, instead of using version 0.662 posted here, use the latest version 0.685 from the original author:

 

https://www.loverslab.com/blogs/entry/12799-mod-features/?tab=comments#comment-54218

 

It is SE compatible, and I had no trouble with it.

Do you know if i can update midgame without it causing issues? I'd think not but you never know.

Posted

@NotRGBJackalDon't know. Check the main page of the mod, LE, SE and the Monoman1 block, if there are any warnings.
As far I can see, for 0.685 you just need to download the new dependencies and if you have made a patch check it if there is any changes.

Make a buckup and try.

 

 

 

 

Posted

Is there a way to deal with the enforcer ctd in an existing game where they were not set to 0 from the start?
I have been looking around here and I see a message of monoman1 with something about a script "fix" but i am not sure if its refering to the guards into enforcers thing that would require a new game or its something else, I cannot find said script either.

Posted
1 hour ago, Ded4747 said:

Is there a way to deal with the enforcer ctd in an existing game where they were not set to 0 from the start?
I have been looking around here and I see a message of monoman1 with something about a script "fix" but i am not sure if its refering to the guards into enforcers thing that would require a new game or its something else, I cannot find said script either.

The enforcers and the amount of them reset from time to time. For me it worked to just not visit that town for a while.

Posted
1 hour ago, OthelFermayan said:

The enforcers and the amount of them reset from time to time. For me it worked to just not visit that town for a while.


i was messing around by setting them to 0 then making the respawn timer be like 0.5 days in hopes that they would just despawn entirely, didnt seem to work but i may have not waited enough. Also tried setting the respawn timer to 0 so they dont respawn at all but that one didnt work for sure.

Posted
4 hours ago, Ded4747 said:


i was messing around by setting them to 0 then making the respawn timer be like 0.5 days in hopes that they would just despawn entirely, didnt seem to work but i may have not waited enough. Also tried setting the respawn timer to 0 so they dont respawn at all but that one didnt work for sure.


The 0.5 thing worked out, i just didnt wait enough the first time

I assume it respawns them every 12hrs if i use this settings but because i put them to 0 it will just delete the old ones and "spawn" 0 now. dunno if its actually that but it worked out 

Posted

Hi, I've posted this on the LE page, but this one seems more active. I have a problem, if anybody can help i'd be grateful: 

First of all i'm on GOG so idk... (i have right versions of many mods and am also using MO2) There is a problem with survival's mcm: i've tried checking/marking some boxes (for example "Enable/Disable" in Licences 1) but nothing happens when i did so. It just gives me a pop up window "Are you sure you want to toggle..." i click accept, wait a couple of seconds, then it says "licence change complete" but nothing happens (the box stays unchecked); then the mcm friezes (i have to close all menus for it to work again) . What stranger is that some boxes can be checked and the changes apply in game, and other mod's mcms work. Now, i remember i had this issue before and i solved it, maybe, but don't remember how. I've tried changing the json, loading it with mcm; reinstalling survival; waiting a while in game (no alt tab, in menu and outside); i have mcm kicker and menu maid, uiextensions because someone said it helped and i don't even remember what else have i tried. If nothing else, can i please get a list of things i can try to fix it, even if i tried it already. Here's my load order (i used the "sort" thingy in mo2, i know its bad and all that): https://pastebin.com/YGrAUEn5

Posted

Hi, I can't have sex with this mod.

I tried to sex many ways, but it does not work.

-Beg for money (This mod) --> no sex scene occurs.

-Master wants to sex (Submissive lola) --> no sex scene occurs.

-bump to someone and they want to sex for apologize (harassment mod) --> no sex scene occurs.

 

When I uninstalled it. I can have sex with any mod.

Posted (edited)

Hiya... Ive had a lot of fun with this mod in prior versions and in my current run with 0.685. I've recently started a new play through and have a few questions after poking around in the settings

 

(1) How does the destroy drenched license mechanic work? I cranked the "Drenched Licence Destroy Chance" percentage to 100%, and have "Max Licences To Lose While Wet" set to 3. My character has 3 licenses, yet despite her best efforts, she still retains them when swimming for 2+ (in-game) hours, covered in cum, or running around in the rain (via Seasonal Weather Framework, i think). My list does have "Wet Function Redux SE", are there any incompatibilities with that mod? It reports max wetness in all the situations listed. Is there anything else i can check to see the "SLS Wetness" value? I seem to recall this working in prior versions, but my other mods may have been different, and i didnt really pay too much attention to the mechanic previously.

 

(2) I was poking around in the SteepFall.json config, and the guide text file mentions the lost items being sent to the "lost & found shop" after some configurable in-game time. Is that a "real", in-game place? or mod behind-the-scenes thing? where can i find it?

 

--- EDIT --------------------------------------

 

(2) I found this one. It looks like your follower and (some?) merchants have a new dialog for a Lost & Found inventory. SLS being what it is, they will of course need to take their cut, and sell your missing stuff back to you...

Edited by alsjdkmhasfdkljb
found out answer for (2)
Posted (edited)
23 minutes ago, quaztec said:

Original source was taken down, so I'm not sure how long I can keep this one up, but here you go.

Monoman likely doesn't want the mods he took down getting shared again, so it's best to just leave things as they are and hope he'll come back with an update on what's going on sometime in the future, and that sadly means letting this mod die out until then

Edited by inviz.t
Posted (edited)

 

2 hours ago, inviz.t said:

Monoman likely doesn't want the mods he took down getting shared again, so it's best to just leave things as they are and hope he'll come back with an update on what's going on sometime in the future, and that sadly means letting this mod die out until then

I honestly wish or hope monoman just lets people use it and that's it, he invested so much time and effort into this and so many people love to play with this mod, like almost the whole NEFARAM modlist for example is built around SL-Survival, it'd be such a shame to just have it gone completely and it's hard to respect the wishes of the author when it messes things up for potentially thousands of active users for no good reason. Especially since it has been public for years (and in a way is a classic for years), it's hard to expect people to just accept that it's not there anymore. Not continuing to work on it anymore is one thing but suddenly expecting nobody to use it anymore and it to be "banned" out of nowhere, it's totally nonsensical.
Like if he is in need of money or something he can say and many people will likely gladly help him out but just let people continue to use it I think... honestly ...and it's really a great mod

Edited by Lyreleaf
Posted
2 hours ago, Lyreleaf said:

 

I honestly wish or hope monoman just lets people use it and that's it, he invested so much time and effort into this and so many people love to play with this mod, like almost the whole NEFARAM modlist for example is built around SL-Survival, it'd be such a shame to just have it gone completely and it's hard to respect the wishes of the author when it messes things up for potentially thousands of active users for no good reason. Especially since it has been public for years (and in a way is a classic for years), it's hard to expect people to just accept that it's not there anymore. Not continuing to work on it anymore is one thing but suddenly expecting nobody to use it anymore and it to be "banned" out of nowhere, it's totally nonsensical.
Like if he is in need of money or something he can say and many people will likely gladly help him out but just let people continue to use it I think... honestly ...and it's really a great mod

I'm with you on all of what you said, but the least we (users) could do is respect the wishes of the person who poured hundreds, maybe even thousands of work hours into their mods, and at the very least people shouldn't be reposting his mods in threads that he is literally the author (or co-author in this case) of.

I don't know what situation Monoman is in, but I hope the community for his mods can wait a while for him to say something "official". If people are going to repost his work, please do it somewhere else, not in the exact same thread where he removed them from.

Posted
9 hours ago, inviz.t said:

Monoman likely doesn't want the mods he took down getting shared again, so it's best to just leave things as they are and hope he'll come back with an update on what's going on sometime in the future, and that sadly means letting this mod die out until then

One of the biggest issues with Survival was the feature creep (though it was necessary when Skyrim LE was dominant, because of the plugin limit). Now, considering SE is way way more played than LE (and forums here reflect this too), smaller mods with a more focused scope are much easier to handle, since you can flag most of them as ESL and have up to 4096 in your game. One mod can put inequality/misogyny in-game, other can handle the toll system, other can handle the licences (BMLE already does that), other implements cum addiction... probably an entire book to summarize. Anyway, the tools to develop new mods with the same features remain available.

Posted
On 10/22/2023 at 3:59 AM, alsjdkmhasfdkljb said:

Hiya... Ive had a lot of fun with this mod in prior versions and in my current run with 0.685. I've recently started a new play through and have a few questions after poking around in the settings

 

(1) How does the destroy drenched license mechanic work? I cranked the "Drenched Licence Destroy Chance" percentage to 100%, and have "Max Licences To Lose While Wet" set to 3. My character has 3 licenses, yet despite her best efforts, she still retains them when swimming for 2+ (in-game) hours, covered in cum, or running around in the rain (via Seasonal Weather Framework, i think). My list does have "Wet Function Redux SE", are there any incompatibilities with that mod? It reports max wetness in all the situations listed. Is there anything else i can check to see the "SLS Wetness" value? I seem to recall this working in prior versions, but my other mods may have been different, and i didnt really pay too much attention to the mechanic previously.

 

(2) I was poking around in the SteepFall.json config, and the guide text file mentions the lost items being sent to the "lost & found shop" after some configurable in-game time. Is that a "real", in-game place? or mod behind-the-scenes thing? where can i find it?

 

--- EDIT --------------------------------------

 

(2) I found this one. It looks like your follower and (some?) merchants have a new dialog for a Lost & Found inventory. SLS being what it is, they will of course need to take their cut, and sell your missing stuff back to you...

for the destroy drenched license mechanic . it needs frostfall i believe . are you running frostfall

tbh its a super hard mechanic .

it ends up being a waiting game where the days it rains i end up waiting in real time for rain to pass ( since i cant waste precious hours for needing some money to renew liceneces and pay taxes )

and god does it rain in Skyrim for days nonestop

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