Jump to content

Recommended Posts

Posted
On 10/14/2025 at 2:25 AM, safado said:

 

Latest version is Sexlab Survival 0.685 BETA (14-Mar-2022) SE.

  What version are you using? 

I am using the 0.685 BETA

Posted
3 hours ago, Hardie1247 said:

I am using the 0.685 BETA

 

Disabling the "steep fall" feature may get rid of that message popup.

 

Spoiler

Steep fall is an attempt to level the playing field with the player against terrible AI pathfinding. You can often escape bad outcomes, either via combat or via dialogue, by running up or down steep slopes or jumping off of little cliffs. The AI can't do these things. So now, with steep fall enabled, when you do these things chances are you'll fall over and have to get back up which gives the AI time to catch up with you and give you what you deserve. When you fall you have a chance to drop items you're wearing - armor, shield or weapons. 

 

  • If you climb or descend too quickly you may fall over (slippery slopes). Crawling increases how fast your height can change before you fall over. 
  • If you jump off of something and it's too far down you'll fall over
  • You can fall off your horse for the same reasons. 
  • If you collide with objects in the world you may fall over (Caveats: This is triggered via dialogue which makes it 'light' but it requires that you're not in combat and have a friendly Npc nearby. 
  • If you jump on furniture you may fall over (Caveats: Same as above)

 

The last 2 are just for fun. Perhaps something will come of it later like someone grabbing your stripped clothes and running off with them while you're down.

 

The first 3 are the tricky ones. Now when you're trying to get away from someone you'll have to ask yourself can I make that jump? If I do fall over will I have time to get back up? If I drop something will I go back and try to pick it up again? What did I drop? Is it worth getting raped/captured/enslaved for? You'll have to answer these questions yourself in a very short period of time. Possibly putting yourself at greater risk than you normally would. 

 

I highly recommend a 'get up faster animation' to compliment steep fall. 

 

There are many configuration options available via '\SKSE\Plugins\StorageUtilData\SL Survival\SteepFall.json' and there's a txt guide there to help you understand. 

 

Now. There are 2 problems with steep fall that have always plagued Skyrim. Ragdoll & dropping items on the ground. I've added a large amount of checks and mechanics that should minimize much but possibly not all of the issues. 

 

Ragdoll - Ragdolling at a bad time can cause you to get stuck. In particular, trying to play other animations or entering bleedout can be problematic. SLS includes a system to check to see if you got back up ok after a ragdoll event. It also has a manual button in the debug menu that'll usually help. To help prevent you getting killed during a ragdoll SLS adds high physical and magical resistance while ragdolled. This should hopefully help you survive any hits until you get back up. At which point if you get hit again it can be handled by your defeat mod. SLS also adds some fall damage resistance to try to help you survive small falls but fall damage in Skyrim is so exponential that moderate falls will still kill you, which is only right IMO - You shouldn't be able to jump down mountains still. 

 

Item drops - Dropping items has always been a pain in Skyrim and people have often been (weirdly) afraid to lose their digital, virtual junk. SLS has a multitude of functions to try to keep your stuff safe and help you get them back. The objective here is to get you captured/defeated/fucked and present to you dilemmas as above not to cheese your inventory away from you. 

 

  • Each dropped item is tracked. When tracking is no longer possible (due to tracking alias limitations) it is moved to the 'lost and found' shop. Every general merchant has a lost and found shop where you can buy your stuff back. 
  • There's a 'Sense Items' skill in the survival skill menu. This highlights objects in the vicinity and makes them much easier to find. By default it's got a limited range and highlights only a few items but drinking Khajjit or sabre cat cum increases range and item count considerably. 
  • Picking up an item you've dropped will automatically re-equip it if you're not in combat and you haven't already equipped something else in that slot. This should work well with 'combat equipping' mechanic - you may have to fight/flee nude. 
  • Items blown out of the area for whatever reason (collision/explosion/etc) will automatically be moved back. We know what Skyrim physics is like... Now, SLS uses a PO3 function to make sure a dropped item isn't far from a nav mesh tile. This can lead to items teleporting about a bit until they settle in a reachable spot. The success of this largely depend on how well the area was nav meshed. 
  • Items dropped through the floor (which can still happen sometimes) can be retrieved using 'Search Ground' skill in the menu. Which isn't cheesing as it also requires the area to be clear of enemies.
  • A widget to help you keep track of how many items you've lost in the area and how to know you've found everything. 
  • All lost items are retrievable via the debug menu should something go really wrong. 

 

Now, there is one thing I can't do much about - bad world meshes. Armor modders often don't pay much attention to the world mesh for some reason. That's why you see a lot of modded stuff in your inventory is just a box with a picture on it (and they're often the better world meshes). If a world mesh isn't done right and it's dropped into the world it can crash your game for some reason. SLS prints out the FormId of any object it's about to drop from your inventory so that if you do crash you can at least identify the problem item. I myself, in the past, have changed the world mesh of dodgy world meshes to vanilla meshes like leather boots etc just to stop them crashing the game. 

 

 

 

 

Posted
21 hours ago, safado said:

 

Disabling the "steep fall" feature may get rid of that message popup.

 

  Hide contents

Steep fall is an attempt to level the playing field with the player against terrible AI pathfinding. You can often escape bad outcomes, either via combat or via dialogue, by running up or down steep slopes or jumping off of little cliffs. The AI can't do these things. So now, with steep fall enabled, when you do these things chances are you'll fall over and have to get back up which gives the AI time to catch up with you and give you what you deserve. When you fall you have a chance to drop items you're wearing - armor, shield or weapons. 

 

  • If you climb or descend too quickly you may fall over (slippery slopes). Crawling increases how fast your height can change before you fall over. 
  • If you jump off of something and it's too far down you'll fall over
  • You can fall off your horse for the same reasons. 
  • If you collide with objects in the world you may fall over (Caveats: This is triggered via dialogue which makes it 'light' but it requires that you're not in combat and have a friendly Npc nearby. 
  • If you jump on furniture you may fall over (Caveats: Same as above)

 

The last 2 are just for fun. Perhaps something will come of it later like someone grabbing your stripped clothes and running off with them while you're down.

 

The first 3 are the tricky ones. Now when you're trying to get away from someone you'll have to ask yourself can I make that jump? If I do fall over will I have time to get back up? If I drop something will I go back and try to pick it up again? What did I drop? Is it worth getting raped/captured/enslaved for? You'll have to answer these questions yourself in a very short period of time. Possibly putting yourself at greater risk than you normally would. 

 

I highly recommend a 'get up faster animation' to compliment steep fall. 

 

There are many configuration options available via '\SKSE\Plugins\StorageUtilData\SL Survival\SteepFall.json' and there's a txt guide there to help you understand. 

 

Now. There are 2 problems with steep fall that have always plagued Skyrim. Ragdoll & dropping items on the ground. I've added a large amount of checks and mechanics that should minimize much but possibly not all of the issues. 

 

Ragdoll - Ragdolling at a bad time can cause you to get stuck. In particular, trying to play other animations or entering bleedout can be problematic. SLS includes a system to check to see if you got back up ok after a ragdoll event. It also has a manual button in the debug menu that'll usually help. To help prevent you getting killed during a ragdoll SLS adds high physical and magical resistance while ragdolled. This should hopefully help you survive any hits until you get back up. At which point if you get hit again it can be handled by your defeat mod. SLS also adds some fall damage resistance to try to help you survive small falls but fall damage in Skyrim is so exponential that moderate falls will still kill you, which is only right IMO - You shouldn't be able to jump down mountains still. 

 

Item drops - Dropping items has always been a pain in Skyrim and people have often been (weirdly) afraid to lose their digital, virtual junk. SLS has a multitude of functions to try to keep your stuff safe and help you get them back. The objective here is to get you captured/defeated/fucked and present to you dilemmas as above not to cheese your inventory away from you. 

 

  • Each dropped item is tracked. When tracking is no longer possible (due to tracking alias limitations) it is moved to the 'lost and found' shop. Every general merchant has a lost and found shop where you can buy your stuff back. 
  • There's a 'Sense Items' skill in the survival skill menu. This highlights objects in the vicinity and makes them much easier to find. By default it's got a limited range and highlights only a few items but drinking Khajjit or sabre cat cum increases range and item count considerably. 
  • Picking up an item you've dropped will automatically re-equip it if you're not in combat and you haven't already equipped something else in that slot. This should work well with 'combat equipping' mechanic - you may have to fight/flee nude. 
  • Items blown out of the area for whatever reason (collision/explosion/etc) will automatically be moved back. We know what Skyrim physics is like... Now, SLS uses a PO3 function to make sure a dropped item isn't far from a nav mesh tile. This can lead to items teleporting about a bit until they settle in a reachable spot. The success of this largely depend on how well the area was nav meshed. 
  • Items dropped through the floor (which can still happen sometimes) can be retrieved using 'Search Ground' skill in the menu. Which isn't cheesing as it also requires the area to be clear of enemies.
  • A widget to help you keep track of how many items you've lost in the area and how to know you've found everything. 
  • All lost items are retrievable via the debug menu should something go really wrong. 

 

Now, there is one thing I can't do much about - bad world meshes. Armor modders often don't pay much attention to the world mesh for some reason. That's why you see a lot of modded stuff in your inventory is just a box with a picture on it (and they're often the better world meshes). If a world mesh isn't done right and it's dropped into the world it can crash your game for some reason. SLS prints out the FormId of any object it's about to drop from your inventory so that if you do crash you can at least identify the problem item. I myself, in the past, have changed the world mesh of dodgy world meshes to vanilla meshes like leather boots etc just to stop them crashing the game. 

 

 

 

 

Thank you. This is definitely the feature causing it. I don't believe I have steep fall active so will maybe have to play around with why the ragdoll stuck is still appearing.

Posted (edited)
3 hours ago, Hardie1247 said:

Thank you. This is definitely the feature causing it. I don't believe I have steep fall active so will maybe have to play around with why the ragdoll stuck is still appearing.

 

Maybe enable it, save, reload, disable.  Test after waiting at least a minute after disabling it. 

Recommend disabling Compulsive Sex.  It could trigger a bug in Papyrus\SKSE that could spam actions scripts from other mods that did not set the "hotkey" properly.

 

 

Edited by safado
Posted

I'm having trouble being able to build the bikini list. Using TAWOBA remastered and TEWOBA as well as the most recent version of survival (0.685 BETA). I've got the keyword patches as well as the json but the option to build the list is greyed out. The bikinis themselves have the keywords correctly and everything but am unable to build the list? 

Posted (edited)
On 10/17/2025 at 5:56 AM, ghill57 said:

I'm having trouble being able to build the bikini list. Using TAWOBA remastered and TEWOBA as well as the most recent version of survival (0.685 BETA). I've got the keyword patches as well as the json but the option to build the list is greyed out. The bikinis themselves have the keywords correctly and everything but am unable to build the list? 

 

 

If you modify any SLS json file and did not follow the format 100% it will fail during mod init load and grey out the section that need it.

 

copy paste to https://jsonlint.com

for file format validation. 

 

i recommend using the Tawoba-remastered+tewoba files created by corsayr.  Those are in the front page near the bottom. those are for the sls+slax/baka keywords.

 

the  bikiniarmor json file for tawoba remastered. Make sure it lands in the proper folder indicated in orange.

Spoiler

Alternate JSON file for users of Sun's Remastered TAWOBA and/or Pumpkins Expanded TAWOBA and/or Legendary DX Armors

This file is designed for people using all three mods but this file will work if you are just using one or two of the others, BUT you will get a message when you rebuild your bikini lists in the MCM that a lot of bikini's are missing. This is not an issue if you are only using one or two of those three mods, and is expected.

 

BikiniArmors.7z Un zip this directly intothe Sexlab Survival SE\SKSE\Plugins\StorageUtilData\SL Survival folder

 

 

Edited by safado
  • 4 weeks later...
Posted (edited)

Good day. I need help (i already spent hours testing , researching and troubleshooting, I know skill issue :< )

problem is, some of bikinis from TAWOBA n TEWOBA are not reflecting as bikini thus triggering the Curse. 

I have done the ff:
1. Confirmed it's not must be heels
2. Added the patch of TEWOBA and TAWOBA 6.1 (i have also confimed that the keyword SLS bikini is reflected through SSEDIT)
3. I have put the bikiniarmor.json to the right folder and built the leveling list (works like a charm)
4. I also tried replacing OSL Aroused to Baka SL Aroused and issue persist
5. Removed some mods I was thinking could affect it such as Bikini leveling list for female bandits and so but issue persist
6. I have done these Troubleshooting steps with new save thus why it took hours
7. Confirmed I have the right versions for the requirements of SLS (other features of SLS works great)
8. Also confirmed that the ID shown in SLS Survival triggering the curse matches the one that I confirmed have the keyword

Any clues what I have missed?

EDIT: After further testing I removed the mod TAEWOBA Keywords Patch for Baka Aroused and SLS starts now to recognize the bikinis Im wearing as bikinis. They didnt conflict so I thought it was fine. Is this because of mod order? I will test that
Edit 2: yeah i cant move the order because they arent conflicted, idk what the fuck im doing 

Can anyone tell me the reason why this happened for future reference? it's solved but I just wanna know 

Edited by sayokone
Update 2
Posted (edited)
13 hours ago, sayokone said:


EDIT: After further testing I removed the mod TAEWOBA Keywords Patch for Baka Aroused and SLS starts now to recognize the bikinis Im wearing as bikinis. They didnt conflict so I thought it was fine. Is this because of mod order? I will test that
Edit 2: yeah i cant move the order because they arent conflicted, idk what the fuck im doing 

Can anyone tell me the reason why this happened for future reference? it's solved but I just wanna know 

 

That SLAX\Baka keyword patch does not include SLS _SLS_bikiniarmor keyword.  If loaded after any other keyword patch for the same assets, that will overwrite the armor records with it own that include SLAX\Baka keywords but not SLS.  

SLS will detect as part of a "bikini" set any equipable asset that has the _SLS_bikiniarmor keyword, that means everything equiped needs the keyword, or it will curse.   

 

About your "it did not conflict" assessment, what do you mean? It obviously conflicts with anything that also sets keywords to the same assets.  You need a keyword patch that adds SLAX\Baka keywords and SLS. 

 

Try Quick Armor Rebalance (QAR) to inspect and add keywords to equipment, also can create runtime keyword patcher files that add keywords without plugin. Read instructions

 

Using the keyword patches in the first post for TAWOBA Remastered and pumpkin-TEWOBA will add all the keywords needed for SLAX\Baka\SLS, no need for another incomplete patch.  They overwrite the original esp to save on load list slots.  

Spoiler

 

SunJeong's Remastered version 6.1 (also has the BakaFactory mods keywords thanks to Mr_Thror on the Baka discord)

The Amazing World of Bikini Armors REMASTERED with Keywords 6.1.7z 82.87 kB · 17,254 downloads

 

Pumpkin's Expanded version

(Pumpkin)-TEWOBA-TheExpandedWorldofBikiniArmor.esp 211.82 kB · 12,996 downloads

 

 

 

 

Edited by safado
Posted
3 hours ago, safado said:

 

That SLAX\Baka keyword patch does not include SLS _SLS_bikiniarmor keyword.  If loaded after any other keyword patch for the same assets, that will overwrite the armor records with it own that include SLAX\Baka keywords but not SLS.  

SLS will detect as part of a "bikini" set any equipable asset that has the _SLS_bikiniarmor keyword, that means everything equiped needs the keyword, or it will curse.   

 

About your "it did not conflict" assessment, what do you mean? It obviously conflicts with anything that also sets keywords to the same assets.  You need a keyword patch that adds SLAX\Baka keywords and SLS. 

 

Try Quick Armor Rebalance (QAR) to inspect and add keywords to equipment, also can create runtime keyword patcher files that add keywords without plugin. Read instructions

 

Using the keyword patches in the first post for TAWOBA Remastered and pumpkin-TEWOBA will add all the keywords needed for SLAX\Baka\SLS, no need for another incomplete patch.  They overwrite the original esp to save on load list slots.  

  Hide contents

 

SunJeong's Remastered version 6.1 (also has the BakaFactory mods keywords thanks to Mr_Thror on the Baka discord)

The Amazing World of Bikini Armors REMASTERED with Keywords 6.1.7z 82.87 kB · 17,254 downloads

 

Pumpkin's Expanded version

(Pumpkin)-TEWOBA-TheExpandedWorldofBikiniArmor.esp 211.82 kB · 12,996 downloads

 

 

 

 

Thanks for the awesome explanation once again. It makes perfect sense. I guess my only issue is the TEWOBA patch doesnt have baka keywords but I'll just add it manually myself via QAR, I checked and it seems to be what I need ❤️

What I meant with conflict is theres no conflict between files from another keyword patch to the one here in first page, but I have confirmed it does have conflict in SSEDIT like what you said and overwrite it. Thanks again! ❤️

Posted

Hey Friends.

Sorry if this is a stupid question, but how do I actually buy a license?

 

When I enter Whiterun, I get stripped of my equipment and told to go ask the quartermaster at the barracks. But none of the guards in the barracks offer to sell me a license. Is there an NPC named "Quartermaster" around somewhere? If yes, where? Feel like I've run all over the city already and haven't found one.

Posted
24 minutes ago, SissyHestia said:

Hey Friends.

Sorry if this is a stupid question, but how do I actually buy a license?

 

When I enter Whiterun, I get stripped of my equipment and told to go ask the quartermaster at the barracks. But none of the guards in the barracks offer to sell me a license. Is there an NPC named "Quartermaster" around somewhere? If yes, where? Feel like I've run all over the city already and haven't found one.

 

 

In Whiterun, there's a barrack if you go through the path behind bar\inn.  He is normally sitting in the entry room. 

You can also use the strawberry start in the MCM during character setup.

CHEAT\DEBUG:  use the ALL-in-one menu (UIextensions) and use debug options to get a license. warning, Prostitution will force Public whore startup, optional.

Posted (edited)
13 hours ago, SissyHestia said:

Is there an NPC named "Quartermaster" around somewhere? If yes, where?


They are not actually named Quartermaster. Each walled city has a unique named NPC.
 

Whiterun: in the guard barracks behind Ysolda’s house.

Solitude: in Castle Dour downstairs from Tullius and Rikke.

Riften: in the guard barracks in Mistveil Keep.

Windhelm: in the guard barracks accessible from the throne room in the palace.

(I don’t remember the location in Markarth, but it‘s probably in the guard barracks.)

 

You can also use the G key wheel menu and choose the Misc -> Debug option, then choose Teleport to, and choose Quartermaster.

Edited by Herowynne
Posted

It took me like an hour to find a real download for the fabled 0.685 BETA, so here it is:

 

I highly recommend someone makes a backup / mirror of this, in case it goes missing for good!

Posted

HI!!! I do have a problem though (well not much) but how do i disable the bikini curse, since I do lovve the functions of SL Survival, I just don't like my PC wearing skimpy outfits.

Posted
3 hours ago, yukiimaru23 said:

HI!!! I do have a problem though (well not much) but how do i disable the bikini curse, since I do lovve the functions of SL Survival, I just don't like my PC wearing skimpy outfits.

The bikini curse comes from owning the bikini armor license. If you're not interested in putting your character into skimpy outfits, you can just disable the bikini license entirely.

Posted

My cum daydream and addiction is bugged out. is there a way to reboot SL survival (clean/restart all quests/re-bake scripts) i tried removing the mod on and loading in without it but many of my other mods rely on it and it crashes.

Posted
On 10/3/2025 at 1:21 AM, safado said:

 

I see the problem, now.

I did the same mistake the first try.

HEX is written 0x000000 like this: "0x016522|The Amazing World of Bikini Armors REMASTERED.esp", instead of what you have "016522|The Amazing World of Bikini Armors REMASTERED.esp",

0x is a hint for the software to read the rest of the number as hex. 

I think the hex is necessary when the armor is in a light-plugin (ESL) instead of a normal plugin, but can be used always for data safety with the new plugin loader, 253+4096.

 

BikiniArmors.json 63.26 kB · 7 downloads

 

About QAR, as long the keyword _SLS_BikiniArmor is assigned, it gets classified by the mod as a bikini no matter if it true by the equipment type or any other keyword.  The curse may also look for high heel if that feature is not disabled in the bikini license.  All wearable items in the bikini mod need the keyword. 

I think having SexLabNoStrip will ignore it completely, it used for equipment assets like wigs or "fake" tails.  I assigned it to all wearable DD stuff, so SLS ignore it for it curses, but is kind of redundant.   

 

 

I edited together my own BikiniArmors.Json and it has some extra categories like Fur and Glass and stuff, is there a way to make that appear in the in game settings menu?

BikiniArmors.json

  • 2 weeks later...
Posted (edited)
On 12/9/2025 at 4:16 PM, Leodriz said:

Qurious question, in the Rape Drugs section there is an option "Inflate potion". What mod provides that? Sounds interesting.

 

I think it is enabled by detecting SLIF.   It is also related to the jiggling feature.  

The butt and belly uses general inflation of SLIF-Default modus (morph selection configurable in SLIF), but breast uses SLIF-morph modus with specific hardcoded morphs names.  Morphmodus is tracked but not configured in SLIF, it is direct from calling mod. 

 

Spoiler
        Slif.Inflate(PlayerRef, ModNameAppend = " Inflate", Node = "slif_butt", ScaleAmount = ScaleMod * Slif.ScaleMaxAss)

        Slif.Inflate(PlayerRef, ModNameAppend = " Inflate", Node = "slif_belly", ScaleAmount = ScaleMod * Slif.ScaleMaxBelly)

        

        Slif.Morph(PlayerRef, ModNameAppend = " Inflate", MorphName = "BreastsFantasy", Value = 0.3 * (ScaleMod * Slif.ScaleMaxBreasts))

        Slif.Morph(PlayerRef, ModNameAppend = " Inflate", MorphName = "BreastsSmall", Value = 0.3 * -(ScaleMod * Slif.ScaleMaxBreasts))

        Slif.Morph(PlayerRef, ModNameAppend = " Inflate", MorphName = "BreastPerkiness", Value = 0.3 * (ScaleMod * Slif.ScaleMaxBreasts) * 0.25)

        Slif.Morph(PlayerRef, ModNameAppend = " Inflate", MorphName = "NippleLength", Value = 0.25 * (ScaleMod * Slif.ScaleMaxBreasts) * 0.5)

        Slif.Morph(PlayerRef, ModNameAppend = " Inflate", MorphName = "BreastsSSH", Value = 0.3 * (ScaleMod * Slif.ScaleMaxBreasts) * 0.75)

        Slif.Morph(PlayerRef, ModNameAppend = " Inflate", MorphName = "DoubleMelon", Value = 0.3 * (ScaleMod * Slif.ScaleMaxBreasts) * 0.25)

 

 

Blog with many of the features listed

 

Edited by safado
Posted (edited)
On 11/30/2025 at 11:35 PM, buzzkill22 said:

I edited together my own BikiniArmors.Json and it has some extra categories like Fur and Glass and stuff, is there a way to make that appear in the in game settings menu?

BikiniArmors.json 80.6 kB · 2 downloads

 

If you want to go overboard with custom\modern armor mods distribution, you could use a separate mod for distribution of armors like bikinis, instead.  BikiniArmors.json is for distribution to dungeons containers and not directly related to Bikini License, curse, or bikini experience features.  It also needs a proper "merger" patch also known as BASH-Patch or Smash-Patch. I use Synthesis with the "leveledlistresolver" patcher from it own GIT browser, it does the same thing.  Many tutorials recommend wrye-bash to create the bash-patch, it is the most famous leveledlist\container forms conflict resolver\merger tool.  Without a proper conflic\merger patch, the bikini distribution will not work proper if another mod modifies any of the same container forms.  Modern solution uses runtime tools like Skypatcher and others.

 

There's also the feature for armor-breakdown to bikini, that is a big group of separate jsons. For anything outside TAWOBA bikini classes, use the Breakdown custom jsons. 

Breaking down at a blacksmith anvil, an armor detected with specific armor metal type keyword could yield various part of the bikini of the same metal class.  example; Iron Armor break down to various torso bikini parts, starting with top and bottom. 

 

What part is given is set in the breakdown json files that is similar to BikiniArmor.json, but for a different purpose.  Remember, anything outside standard TAWOBA types goes to custom json.

 

Check blog.

 

Spoiler

 

How do I add my own breakdown recipe?

There are two methods of creating new break down recipes. One is 'built-in'. The other is 'custom'. 

 

Built-In: 

  • Must edit the esp and create a MiscObject and COBJ.
  • Pieces received is configured via json. The rest is hard-coded to the esp. 
  • Source armor (the one you're breaking down) must be part of a dependency. This is probably limited to just Skyrim.esm.
  • Doesn't require any load game maintenance. 

 

Custom:

  • Needs just a json file and display mesh for the crafting menu.
  • Can be fully configured via json.
  • Limited (currently) to 100 custom COBJs.
  • Source armor can be any outside mod. 
  • Requires load game maintenance.

 

Json Format:

The format is the same for built-in and custom. Though most fields are unused for built-in

 

sourcearmor: The armor you're breaking down and will be removed from your inventory. 

value: The value of the armor you're breaking down. Some crafting mods increase skill gained by crafting more expensive stuff so this might be important. 

skillreq: The skill required to achieve the highest chance of successfully breaking down parts. Skill levels much below this are in danger of getting nothing in return. 

weight: The weight of the item you're breaking down. Might not be all that important. 

cobjname: The name you want to display in the crafting menu for this break down.

modelpath: The path to the model to display in the crafting menu.

modname: The mod name that must be present in the load order for this Cobj to be loaded. 

parts: A list of part categories that have a chance to be added to the player's inventory on successful breakdown. One random part from each category has a chance to be added to the player. 

 

Finally the formlists. Any formlist that is included in 'parts' will have a chance to have a random piece from it's respective formlist to be added to the player's inventory on successful breakdown. Eg: 

 

"stringList" :
    {
        "parts" :
        [
            "gloves",
            "bracers"
        ]
    },
    "formList" : 
    {
        "gloves" : 
        [
            "14066|Notverigud Nordic Carved Bikini.esp",
            "14065|Notverigud Nordic Carved Bikini.esp"
        ],
        "bracers" : 
        [
            "14064|Notverigud Nordic Carved Bikini.esp"
        ],
        "elbow" : 
        [
            "14063|Notverigud Nordic Carved Bikini.esp"
        ]
    }

 

Here 'parts' contains 'gloves' and 'bracers'. So a random part will be picked from gloves and bracers to be added. 'Elbow' is not listed in 'parts' therefore it will be ignored. You can easily add/remove entire categories from a breakdown by adding/removing it from 'parts'. And you can add individual pieces to each part category where you think it is appropriate. 

 

The only fields actually used for built-in are 'parts' and the formlists. Though I kept all the jsons the same format for consistency and in case the information is ever needed down the line. 

 

Creating a Built-in Breakdown:

1. Create the json. Use an existing Json as a template and see the guide on how to create an easy spreadsheet of armors for you to pull json lines from. Put the json in '\SKSE\Plugins\StorageUtilData\SL Survival\BikBreak\TAWoBA\'. I highly recommend checking the json text in an online json checker before finalizing it. 

 

2. Create a display mesh for the crafting menu. You can either just copy an existing mesh or create a mashup with nifskope. Put it in '\meshes\SL Survival\BikiniBreakdown\TAWoBA\'. Or you can just redirect the path of the model to an existing mesh in step 3. 

 

3. Create a MiscObject. Eg: _SLS_BikBreakTawobaIronBoots. 

This is a 'token' that when added to the player's inventory will fire the adding of broken down parts to your inventory. Duplicate one of the existing MiscObjects that has the '_SLS_BikBreak' script attached. Set the: 

  • Name: What you want displayed in the crafting menu. Eg: 'Break Iron Armor To Bikini'
  • Weight: to that of the armor you're breaking down.
  • Value: to that of the armor you're breaking down. 
  • Set the model to the mesh you created above.  

 

4. Create a constructible object (COBJ). Eg: _SLS_RecBikBreakTawobaIronBoots

This is the actual recipe that will create the token and add it to your inventory. Set the: 

  • Source armor to the armor you're breaking down. 
  • Created object to be the token you created above. 

 

5. Add your MiscObject (token) to formlist '_SLS_BikBreakTawobaMiscObjsList'

 

6. Edit '\SKSE\Plugins\StorageUtilData\SL Survival\BikBreak\TawobaLookup.json' and point it to the json you created in step 1. 

 

Important!

The formlist _SLS_BikBreakBuiltInMiscObjsList and BuiltInLookup.json must match in order EXACTLY. 

 

If you create a batch of built-in recipes for a popular mod (preferably a mod that is both CBBE and UNP and has good bodyslide files) please get in touch with me and I'll see about adding it in an update. 

 

Creating a Custom Breakdown:

1. Create the json. Use an existing Json as a template and see the guide on how to create an easy spreadsheet of armors for you to pull json lines from. Put the json in '\SKSE\Plugins\StorageUtilData\SL Survival\BikBreak\Custom\'. Remember to run your json through a json checker to make sure there's no syntax errors. 

 

2. The display mesh for the crafting menu. You have two options here. You can create your own mesh here like I did for TAWoBA bikinis and direct 'modelpath' in your json to this new mesh OR you can simply direct 'modelpath' to an existing mesh you think is appropriate. 

 

At this point you're done. The mod should automatically load your json when you start the game if the mod 'modname' is installed. Keep in mind that a small section of code needs to be run once per game session per json file for maintenace, so Built-In should be the preferred option. 

 

If you create custom jsons please consider posting them to share with others. 

 

Premade Breakdown Jsons

 

 

Edited by safado
Posted (edited)

Hey everyone, I spent the last few days fixing some issues I noticed with Sexlab Survival SE and Spank That Ass.

 

You may have noticed that in the SE version of SLS you no longer got the Cum/Swallow choice on orgasm in a BJ scene. I went digging in the scripts, and someone from the SLP+ Discord actually proposed a tweak to me that made it work. Something was up with the Anim.UseOpenMouth condition of the If statement in line 162 of _SLS_CumSwallow.psc.

 

Additionally inside SLS_IntSlso.psc SLS calls the OrgasmEffectSLSO() function from SLSO that is no longer present in SE and AE versions of SLSO. It now uses DoOrgasm(), much like Sexlab P+. This broke SLS's ability to make the player orgasm through SLSO or Sexlab P+'s internal separate orgasm feature.

 

People who use SexLab P+ also may have noticed that bonus enjoyment wasn't getting applied. This is because SexLab P+ does not have an equivalent to the SLSO BonusEnjoyment() function. Sexlab P+ uses AdjustEnjoyment(), which makes this feature work again.

 

Also, for everyone using Spank That Ass, STA also tries to use the BonusEnjoyment() function, so bonus enjoyment was also broken for SexLab P+ users.

 

Lastly - if you use Spank That Ass with Sexlab P+, make sure you have the Config.json from SLSO (From the original SLSO, not the SLSO Patch from the SLP+ Discord!), because the Sex Sound feature uses this for hotkeys. Sex Sound is broken without this!

 

Down below you'll find some fixes that will make these features available again. Do keep in mind that even if it works for me - I am a novice at Papyrus. Use at your own risk! If @Monoman1 wants this wiped off the face of the earth - do let me know, I'll do so ASAP!

 

IMPORTANT: It's either SLSO or SLP+, you cannot use both together. Download accordingly. SLSO also works fine on LE, so don't try to use SLSO patch if you're on LE. I don't think SLP+ exists on LE either. If you use the SLP+ Patch, make sure to download the SLSO Patch from the SLP+ Discord, it contains a mostly empty SLSO.esp that tricks SLS into believing you have SLSO, not SLP+. The CumSwallow Fix can always be used.

 

Only SLSO (Don't use with SLP+!):

SexLab Survival Orgasm Fix (ONLY SLSO).7z

 

Only SLP+ (Don't use with SLSO!):

SexLab Survival OrgasmAndBonusEnjoyment Fix (ONLY SLP+).7zSpank That Ass BonusEnjoyment Fix (ONLY SLP+).7z

 

Both:

SexLab Survival CumSwallow Fix.7z

Edited by AlyssaAwoo
  • 2 weeks later...
Posted

Anyone know how to remove the mushrooms turning to dicks part of daydreaming? The other half (voices) is great but the mushrooms never have lighting applied properly and look awful most of the time lol

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...