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Posted

Hello. I only want the trauma feature from this mod, but not the rest since it's just way too much bloat and most of the features I don't really use. Is there a mod that only adds physical combat trauma? Or is there a way to extract the feature from this mod? Thank you.

Posted

I just realised that I never made a post in this SE thread about the addon I made for this mod, and since I just updated it I figured now's as good a time as any:

 

 

Cum Addiction Begging Addon is an extension to the cum addiction system, forcing the player to beg to give blowjobs at high hunger levels, and adds a dialogue option to just ask at lower hunger. It's meant to penalise your PC's withdrawals from her cum addiction, so you'll have to pay for the privilege of sucking those dicks. If you reach Ravenous, men will make outlandish demands for their cum and you'll be too desperate to refuse them.

 

It's here.

  • 2 weeks later...
Posted

I lost some items in a dungeons stash and I'm trying to learn how to recover those items via debug menu. The thing is, I activated the debug menu and all I got was 2 spells that won't help me regarding recovering items. Is there something I'm missing?

I'm using 0.685beta version.

Posted

How to hide this notification?  

They appear every time you access a piece of furniture, interrupting the game and significantly reducing immersion. 

help me( ;ã…¿; )

enb2024_9_28_13_35_08_page-0001.jpg

Posted

Hey I need help, I've ran into an issue in which the guard keeps asking were my escort is, yet I have my follower with me. doesnt matter who i hire it keeps happening? anyone knows how to fix it?

Is there a way to do a CLEAN on the mod?

Thank you in advance

 

  • 2 weeks later...
Posted
On 9/1/2024 at 5:33 AM, H Bof said:

I'm running into an issue where the "status" box after selecting it from the hot wheel is no longer showing up for me. Does anyone know how to fix this? I'd rather not revert saves and lose a few hours of progress before I noticed it was missing.

what all does SL survive do? there is no mod description and the older mod is not available

Posted
2 hours ago, ntmcadams said:

what all does SL survive do? there is no mod description and the older mod is not available

You gotta hit the link in the top of the description, that leads to the "original mod" page with "everything you need to know". The colored letters are sometimes links and descriptions for ports often just use the OG as a description because posting info only relevant to the port itself is often what they are used for. I know it's prolly a lil weird, but you better be prepared for a lot more reading to get into mods like SLS and noticing things like that more, which will become easier and easier the more you study the strange world of modding on these typa sites like you would study for a test. 😊 It is worth it imo 😌 so don't worry.

Posted
16 hours ago, LynErso666 said:

You gotta hit the link in the top of the description, that leads to the "original mod" page with "everything you need to know". The colored letters are sometimes links and descriptions for ports often just use the OG as a description because posting info only relevant to the port itself is often what they are used for. I know it's prolly a lil weird, but you better be prepared for a lot more reading to get into mods like SLS and noticing things like that more, which will become easier and easier the more you study the strange world of modding on these typa sites like you would study for a test. 😊 It is worth it imo 😌 so don't worry.

Yeah I tried that and the link below the one for the original the links go nowhere

Posted (edited)
1 hour ago, lorddenorstrus said:

Speaking of that version of SLS.   I keep getting a pop up Papyrus Util being out of date.  But I'm using 4.6 for AE?   Do I have to downgrade SE just to use SLS?   

 

I have not received that message in a long time (years). I know that some legacy mods "converted" to SkyrimSE still have obsolete scripts and DLL for legacy PapyrusUtils.  PapyrusUtils is also part of Sexlabs and get developed together.  If you prefer stand-alone PapyrusUtils to make it simple tracking conflict (that what I do) with other mods, make sure it really the latest to not break Sexlabs or SLU and make sure is winning all conflicts. Mods that I know carry legacy Papyrusutils are CampFire and Simply Knock. Make sure PapyrusUtils Overwrite those and any other.

 

I use Vortex and the conflict resolution for PapyrusUtils looks like this:

Spoiler

PapyrusUtilsVortexconflict1.jpg.7d6eca97fc4581de758d525ea1f56947.jpg

 

This is the message function that runs when the MCM is being prep.  Papyrus 3.3 is the oldest version compatible with SLS and that is the last SkyrimLE version from 2016. SkyrimLE was Monomans1's development platform for his last published mods. He retired from public publishing.

Spoiler
Function PapyrusUtilCheck()
	While PapyrusUtil.GetVersion() < 33
		Debug.Messagebox("SL Survival: Your version of PapyrusUtil is outdated! \n\nThis issue is answered in the FAQ of the mod page. Please read the FAQ FIRST before posting on the forum as it's been asked a thousand times! If you're still stuck after reading then, by all means, ask for help\n\nYou should exit the game and fix this problem before proceeding! This message will repeat until it's fixed")
		Utility.Wait(3.0)
	EndWhile
EndFunction

 

 

 

 

Edited by safado
Posted
13 minutes ago, safado said:

 

I have not received that message in a long time (years). I know that some legacy mods "converted" to SkyrimSE still have obsolete scripts and DLL for legacy PapyrusUtils.  PapyrusUtils is also part of Sexlabs and get developed together.  If you prefer stand-alone PapyrusUtils to make it simple tracking conflict (that what I do) with other mods, make sure it really the latest to not break Sexlabs or SLU and make sure is winning all conflicts. Mods that I know carry legacy Papyrusutils are CampFire and Simply Knock. Make sure PapyrusUtils Overwrite those and any other.

 

I use Vortex and the conflict resolution for PapyrusUtils looks like this:

  Reveal hidden contents

PapyrusUtilsVortexconflict1.jpg.7d6eca97fc4581de758d525ea1f56947.jpg

 

Yeah that's what it was.  Simplyknock was overwriting by accident.  Didn't realize.    Easy enough fix in MO2.  Just moved one fast.

Posted
4 minutes ago, lorddenorstrus said:

Yeah that's what it was.  Simplyknock was overwriting by accident.  Didn't realize.    Easy enough fix in MO2.  Just moved one fast.

 

It is very likely other mods like Sexlab or DD were not really operating properly.  It case you noticed issues or now are noticing changes from those mods.

Posted
1 hour ago, safado said:

 

It is very likely other mods like Sexlab or DD were not really operating properly.  It case you noticed issues or now are noticing changes from those mods.

Nah.  I just recently added SLS/Knock specifically to test out Adles Wartime tweak and the pop up occurred the second I did a test load.  So i immediately focused on fixing that.  Prior to adding SLS/knock there are 0 issues with my load out.   I just missed the conflict flag.

  • 4 weeks later...
Posted

Hey all wasn't really sure where to ask this but I believe the original work was done in SLS LE so maybe someone over here knows about it too.  I got distracted about a year ago and stopped playing Skyrim and just recently came back.  Decided to make the leap to SE/AE because my LE setup was out of date.  Spent last couple days building up my modlist by looking for conversions of my favorite LE mods while also grabbing interesting looking mods I spot on the way.  My question is about the cum overlay sub-mod that he made but I've been unable to find again to ask about. 

 

I managed to put together a set of 9 different sets of cum for the overlay mod in LE, and have already found a couple new ones in SE, but are the LE ones compatible?  Can I just import them (with a bit of file renaming but thats to be expected) ?  Or do I have to track down a bunch of different SE mods and cobble them together as well?

Posted
13 hours ago, Naps-On-Dirt said:

Hey all wasn't really sure where to ask this but I believe the original work was done in SLS LE so maybe someone over here knows about it too.  I got distracted about a year ago and stopped playing Skyrim and just recently came back.  Decided to make the leap to SE/AE because my LE setup was out of date.  Spent last couple days building up my modlist by looking for conversions of my favorite LE mods while also grabbing interesting looking mods I spot on the way.  My question is about the cum overlay sub-mod that he made but I've been unable to find again to ask about. 

 

I managed to put together a set of 9 different sets of cum for the overlay mod in LE, and have already found a couple new ones in SE, but are the LE ones compatible?  Can I just import them (with a bit of file renaming but thats to be expected) ?  Or do I have to track down a bunch of different SE mods and cobble them together as well?

 

The community got that one updated, but the author also bailed recently at nuked all his mods. You missed it by a few days.

Still, another mod author got permission to create a dump page and save the mods from Oblivion.

Download page


 

Spoiler

The updated version is Sexlab Cum Overlays Extended v0.1.0 (SCOE 0.1.0).   I use a fairly older version, but will update to this one right now. Apparently, the slowness got fixed. I use OslmelMC SexLab Utility Plus (SLU+ and just confirmed that the patch in SCOE for SLU+ is old. There is no need for the patch because SLU+ already has it integrated, plus all the new patches to SLU+ since the version patched in SCOE (old SLU+ 2023). When selecting conflict priority, do not allow SCOE to overwrite newer than 2023-06-03 SLU+. For the other version of Sexlab without SLU+, I guess SCOE has the proper patch and needs to overwrite.

 

You need new SCOE cum textures. Now they can be 2 to 6 layers individual oral, vaginal, and anal.  The mod will send the Sexlab original 2 layer status and also the new 6 layer status.

 

Cum Lover Queen SCOE Edition 3

TBPainterlyCumTexture SCOE edition

There were a few more but got nuked too.

 

 

 

 

 

 

Posted
4 minutes ago, safado said:

 

The community got that one updated, but the author also bailed recently at nuked all his mods. You missed it by a few days.

Still, another mod author got permission to create a dump page and save the mods from Oblivion.

Download page


 

  Reveal hidden contents

The updated version is Sexlab Cum Overlays Extended v0.1.0 (SCOE 0.1.0).   I use a fairly older version, but will update to this one right now. Apparently, the slowness got fixed. I use OslmelMC SexLab Utility Plus (SLU+ and just confirmed that the patch in SCOE for SLU+ is old. There is no need for the patch because SLU+ already has it integrated, plus all the new patches to SLU+ since the version patched in SCOE (old SLU+ 2023). When selecting conflict priority, do not allow SCOE to overwrite newer than 2023-06-03 SLU+. For the other version of Sexlab without SLU+, I guess SCOE has the proper patch and needs to overwrite.

 

You need new SCOE cum textures. Now they can be 2 to 6 layers individual oral, vaginal, and anal.  The mod will send the Sexlab original 2 layer status and also the new 6 layer status.

 

Cum Lover Queen SCOE Edition 3

TBPainterlyCumTexture SCOE edition

There were a few more but got nuked too.

 

 

 

 

 

 

Thanks for the info!  It looks like I did find and install SCOE already, as well as the first pack, but the second pack is a help.  I came back to check for a reply because I finally got around to looking into the old and new mod setups and can see the big difference in file structure.   In theory I could spend an hour and rename and shuffle the packs I already have for LE into the new format, BUT, are the file formats compatible?  Would I have to run them through that Cathedral optimizer thing I've heard about?

Posted (edited)
2 hours ago, Naps-On-Dirt said:

Thanks for the info!  It looks like I did find and install SCOE already, as well as the first pack, but the second pack is a help.  I came back to check for a reply because I finally got around to looking into the old and new mod setups and can see the big difference in file structure.   In theory I could spend an hour and rename and shuffle the packs I already have for LE into the new format, BUT, are the file formats compatible?  Would I have to run them through that Cathedral optimizer thing I've heard about?

 

To my understanding, the SkyrimLE is using DirectX9 standards and SkyrimSE\AE is using DirectX11.  The big problem is the animations (Havok64) and some meshes using "stripified" records (creation engine64) (or something like that).  If you process the mod files in managed folder using CAO6, it will check and "optimize" the mesh, textures, and animations for DirectX11(textures), CreationEngine64(mesh), and Havok64(animations). It will not deal with incompatible BSA, you need to extract and remove the BSA first. Re-create the BSA after all files proven compatible, if necessary for performance reasons.


 

Spoiler

CAO6 is buggy, dealing with BSA or process more than one try will likely CTD. Do not use it for BSA creation/extraction and close it after one execution, reopen a new instance for processing the next mod folder. 

 

Use CAO-5 or compatible tool to create/extract BSA files, but it can't deal with some animations. SkyrimLE BSA are incompatible and will CTD before main menu.  Have not tested CAO7, looks very buggy.

 

Optional, Try to collect in compatible BSA files the voice files for dialogues, and non sluttats textures used by meshes.  It helps with loading performance and stuttering, a lot. Specially if you go crazy and start loading 4k textures or a 1000+ voiced dialogue\comments mods.  The game will load any BSA named with the same name as a plugin. SkyrimSE\AE can load outside the main load index plugins that have all it forms records ordered without any gaps in id numbers used and also flagged in the header as ESL, (not the file extension).  It is called light-plugins, and technically they get collected\merged into one plugin at load time into load index FE(254). Kind of the Bethesda version of a bashmeger. xEdit has a script that can indicate with plugin is a possible candidate for ESL.  Use esl in the xedit script filter.  Better check a guide about it, there are conditions that will corrupt or CTD the game if not follow.

 

To my understanding Form44 issue can be ignored and warnings are based on misconceptions, Creation Kit 64 can convert the plugin to Form44, but it can also corrupt it, the It-just-works style. 

 

Spoiler

 

My general CAO settings for file conversion and no BSA: wording different between versions

BSA: no extract, no create, no delete. Optimize do not really work and is technically disable.

Meshes: Process enabled, recommend ignore headparts.

Textures: Process enable, necessary optimizations, compress, no mipmaps, add alpha to landscape. Resizing textures: depend on mod.  Advanced: default

Animations: just one options and is enabled, necessary optimizations.  CAO6 can also deal with Behavior files conversion. It has a bug that will inform in the logs that an animation is corrupted or unable to read if it already compatible with Havok64.  Hard to discern already compatible from corrupted because of that.  Example: process a mod successfully but will throw errors the next time it is processed, because is already done.

 

CAO5 can not do all animations but is more stable to deal with everything else, including running it many times without starting over.

 

 

 

Edited by safado
Posted
9 hours ago, safado said:

 

To my understanding, the SkyrimLE is using DirectX9 standards and SkyrimSE\AE is using DirectX11.  The big problem is the animations (Havok64) and some meshes using "stripified" records (creation engine64) (or something like that).  If you process the mod files in managed folder using CAO6, it will check and "optimize" the mesh, textures, and animations for DirectX11(textures), CreationEngine64(mesh), and Havok64(animations). It will not deal with incompatible BSA, you need to extract and remove the BSA first. Re-create the BSA after all files proven compatible, if necessary for performance reasons.


 

  Reveal hidden contents

CAO6 is buggy, dealing with BSA or process more than one try will likely CTD. Do not use it for BSA creation/extraction and close it after one execution, reopen a new instance for processing the next mod folder. 

 

Use CAO-5 or compatible tool to create/extract BSA files, but it can't deal with some animations. SkyrimLE BSA are incompatible and will CTD before main menu.  Have not tested CAO7, looks very buggy.

 

Optional, Try to collect in compatible BSA files the voice files for dialogues, and non sluttats textures used by meshes.  It helps with loading performance and stuttering, a lot. Specially if you go crazy and start loading 4k textures or a 1000+ voiced dialogue\comments mods.  The game will load any BSA named with the same name as a plugin. SkyrimSE\AE can load outside the main load index plugins that have all it forms records ordered without any gaps in id numbers used and also flagged in the header as ESL, (not the file extension).  It is called light-plugins, and technically they get collected\merged into one plugin at load time into load index FE(254). Kind of the Bethesda version of a bashmeger. xEdit has a script that can indicate with plugin is a possible candidate for ESL.  Use esl in the xedit script filter.  Better check a guide about it, there are conditions that will corrupt or CTD the game if not follow.

 

To my understanding Form44 issue can be ignored and warnings are based on misconceptions, Creation Kit 64 can convert the plugin to Form44, but it can also corrupt it, the It-just-works style. 

 

  Hide contents

 

My general CAO settings for file conversion and no BSA: wording different between versions

BSA: no extract, no create, no delete. Optimize do not really work and is technically disable.

Meshes: Process enabled, recommend ignore headparts.

Textures: Process enable, necessary optimizations, compress, no mipmaps, add alpha to landscape. Resizing textures: depend on mod.  Advanced: default

Animations: just one options and is enabled, necessary optimizations.  CAO6 can also deal with Behavior files conversion. It has a bug that will inform in the logs that an animation is corrupted or unable to read if it already compatible with Havok64.  Hard to discern already compatible from corrupted because of that.  Example: process a mod successfully but will throw errors the next time it is processed, because is already done.

 

CAO5 can not do all animations but is more stable to deal with everything else, including running it many times without starting over.

 

 

 

Wow thanks, thats a ton of good info.  I think I get to dodge the bsa issue because all the sets were loose files.  The LE version sets might not be sufficient on their own; since they were design to have only 2 layers, the original dev(s) decided to just make all possible combinations so each set is either 26 or 33 images (no, I don't know how that math works ;) )  but really only six of those images are neccessary.  But if this new setup allows for what, six layers?  five? I might have to compress these 8 extra sets into just 3 or 4.  So all I gotta worry about is file format compatability.  Then spend a couple hours mixing and matching to see which sets go together well.

 

The sucky thing about this is that I am not sure I still know where I got all these sets from to attribute them (outside of just vaguely, here at LL) so I'm not sure if it would be appropriate for me to share the resulting set(s), but I'll cross that bridge if I actually get this done.  I should be able to backtrack mod names by sifting through my Vortex install.

Posted

Hey, kinda new to this and everything's been working fine, except for the bikini exp and the curse. Can anyone explain how do you actually level it up? Is it the same as normal armour and I'm doing something wrong or what? I am definitely using the armour from this mod, because I thought it too much of a hassle to try assigning keywords, do I need to do it anyway, even if I'd just be using this mod's armours? If so, can anyone send me to some post explaining how to do it for idiots please?

As for the curse not working, not really sure what's the issue, for example the misoginy effect is there and listed, but when I'm caught by the guards and stripped and collared, the curse just isn't there in the effects tab(everything else, as I've been saying working perfectly fine though). I have a decent handful of mods, but I don't believe any of them would interfere with this as other negative and positive effects work just fine.

  • 2 weeks later...
Posted (edited)

@safado or anyone...Since there is no description I can find...a couple of questions....

 

Does the kennelmaster ever give the jobs promised, does PC ever quit telling him to "Get away from me" when he comes in her private cell?

How do you get anything done with sooo many restrictions??

When cum dreaming the voices tell her to just do it, beg, using g brings up a wheel, go to beg for cock, animation runs but no SL follows??? how do you make this work??

EDIT; Trillbjorn in Whiterun says he was instructed not to sell me any licenses! How does this work??

 

I am sure I will have more questions, if you all don't mind, Thanks a bunch!

Edited by Raven 54
Posted
4 hours ago, Raven 54 said:

@safado or anyone...Since there is no description I can find...a couple of questions....

 

Does the kennelmaster ever give the jobs promised, does PC ever quit telling him to "Get away from me" when he comes in her private cell?

How do you get anything done with sooo many restrictions??

When cum dreaming the voices tell her to just do it, beg, using g brings up a wheel, go to beg for cock, animation runs but no SL follows??? how do you make this work??

EDIT; Trillbjorn in Whiterun says he was instructed not to sell me any licenses! How does this work??

 

I am sure I will have more questions, if you all don't mind, Thanks a bunch!

 

First, you need to see SLS as a mod created to fulfill a specific fetish-roleplay not fulfilled by other mods. It became good enough for Monoman1 that he decided to share it. Meaning, he set up his game mods and SLS to balance out his role-play. He tried to explain the mod in a blog and reach the server's characters limit before finishing. It is a feature rich, complicated mod.  Set up the All-in-one UI-extension SLS menu, you will notice that it has a lot of shortcut for actions that the mod maybe tracking with it features (many are third-party mod dependent).

 

Spoiler

I recommend disabling everything and re-enable one feature at a time until you reach some balance. Use the import\export to quicken setup. Tolls are very complicated and by Skyrim engine "standard" may need to unload the whole cell (going far way) before enabling\disable get effected.  Some features will naturally break or make you fail a quest when enabled, like forced DD stuff. Is a warning of DD framework. You need to slowly test the features if your priority is the quests and SLS is in a mod rich environment. (Feature, immersion, story, expectation conflicts).

 

Check monomans1 SLS blog copy in the dump, for descriptions. Some features are kind of forcing you to take other measure provided by other mods, like toll forcing the use of alternate route out of the cities provided by mods like Skyrim Sewers. Still, you need to decide if it could affect your gameplay too much and becoming a chore instead of lewd entertainment.

 

Spoiler

 The main goal of SLS is role-playing, especially with stuff that is dialogue.  Meaning, you have to choose the situation context and follow up.  The lewd-dreaming effects are like going GEN-Z-goon lewd-state, you choose if you follow the gooning (or something like that, im not genz or primary-english).  Is kind of an immersion for the cum addiction feature.  Example, if you need to be guided by the mod to slowly prefer beast cum, there is a setting that change the rate of fulfillment by giving less cum-hunger satisfaction to humanoids, for the mod that is guiding immersion, but not everything is scripted like that.

There is a feature that's a little dangerous for game stability because of game bugs (likely SKSE bug) called CompulsiceSex. I recommend disabling in it. It works, but may trigger a bug in other mods that causes script spam with hotkey monitoring mods "setup wrong" for default value (or something like that).

 

 

 

Spoiler

If you did not preset the _SLS-Bikiniarmor Keyword in any "armor", do not enable bikini-license, is useless without the keyword setup. Similar to babo\baka factory mods but a different keyword from SLS. Monoman1 commented long ago to maybe also tracks baka-keywords too, but that stayed in the to-do list.

Corsayr did a good enough patch that add the keywords to TAWOBA Remastered and the pumking expansion, is in at the bottom of the home page. (6.1 is the good one, not the old). Original TAWOBA is kind of a rush mismatch job, and is full of bugs, Sunjeung fixed a lot of bugs with Remastered.  May cause male npc without dicks with older than 5.2 DD (disable DD hiding feature to fix).

 

 

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