Hex Bolt Posted December 21, 2022 Author Posted December 21, 2022 16 minutes ago, Didalus said: There is the same mod but for LE? The same mod works for both LE and SE.
Sospice Posted December 21, 2022 Posted December 21, 2022 On 12/19/2022 at 4:57 PM, HexBolt8 said: Thanks. I see that I have that warning in the MCM help text. Just to be clear, by "combat stance" do you mean drawing your weapon? Yes, if you hit the key or button for draw weapon/ raise hands to cast.
Sospice Posted December 22, 2022 Posted December 22, 2022 (edited) I just wanted to check something about these instructions you have for the pose animations; "Open the mod's download file. Drag the Meshes\Actors file into Data\Meshes. You now have new files in Data\meshes\actors\character\animations and Data\meshes\actors\character\behavior." You mean into the Skyrim\data folder, so this is a manual setup? I'm using Mod Organizer 2 and I wasn't sure if by just installing the mod pose mod that does the animation handling SLR would automatically detect the poses from the mod itself. I just did a complete install of it). I've had a few scenes come up and they didn't appear yet, and I wasn't sure if that was typical or it meant I missed something. The pose mod/ poses work fine, I'm just not sure if SLR is picking up the poses from it. Edited December 22, 2022 by Sospice
Hex Bolt Posted December 22, 2022 Author Posted December 22, 2022 24 minutes ago, Sospice said: You mean into the Skyrim\data folder, so this is a manual setup? I generally give instructions as if the player were installing manually because (1) it's what I know, (2) I don't want to give separate instructions for each manager, and (3) it's the lowest common denominator. If you (the player) know how your mod manager works, you can interpret the instructions in a way that works for you. You're not required to install manually but, depending on how your mod manager handles things, you might find that it's the simplest way to do it. It's your call. 30 minutes ago, Sospice said: The pose mod/ poses work fine, I'm just not sure if SLR is picking up the poses from it. If you've installed the pose mod, you don't need to do anything else. The instructions are for players who want the poses without having to install the pose mod. 1
Corsec Posted December 23, 2022 Posted December 23, 2022 (edited) It seems like the "SimpleSlaveryBuyers.json" can't handle NPCs that are from plugins that are flagged as .esl files. When I try it records them like this- Spoiler { "form" : { "gor gro-nalug" : "0xe8a|3e.FF", "lendel serveri" : "0xe84|3e.FF", "otin stout-hammer" : "0xe87|3e.FF", "taverin uthriel" : "0xe88|3e.FF", "volken" : "0xe27|3e.FF" }, "stringList" : { "buyers" : [ "Volken", "Otin Stout-Hammer", "Lendel Serveri", "Gor Gro-Nalug", "Taverin Uthriel" ] } } In the "LolaConfig.json" it records them like this- Spoiler "form" : { "gor gro-nalug" : "0", "lendel serveri" : "0", "nudeoutfit" : "0", "otin stout-hammer" : "0", "taverin uthriel" : "0", "volken" : "0" }, That doesn't seem right, the plugin name isn't recorded correctly. And when I test the SS++ auction I don't get any buyers approaching me afterwards. Can this sLOLA feature only work with NPCs from plugins that aren't flagged as .esl? Edited December 23, 2022 by Corsec
Talesien Posted December 23, 2022 Posted December 23, 2022 (edited) 1 hour ago, Corsec said: It seems like the "SimpleSlaveryBuyers.json" can't handle NPCs that are from plugins that are flagged as .esl files. When I try it records them like this- Hide contents { "form" : { "gor gro-nalug" : "0xe8a|3e.FF", "lendel serveri" : "0xe84|3e.FF", "otin stout-hammer" : "0xe87|3e.FF", "taverin uthriel" : "0xe88|3e.FF", "volken" : "0xe27|3e.FF" }, "stringList" : { "buyers" : [ "Volken", "Otin Stout-Hammer", "Lendel Serveri", "Gor Gro-Nalug", "Taverin Uthriel" ] } } In the "LolaConfig.json" it records them like this- Hide contents "form" : { "gor gro-nalug" : "0", "lendel serveri" : "0", "nudeoutfit" : "0", "otin stout-hammer" : "0", "taverin uthriel" : "0", "volken" : "0" }, That doesn't seem right, the plugin name isn't recorded correctly. And when I test the SS++ auction I don't get any buyers approaching me afterwards. Can this sLOLA feature only work with NPCs from plugins that aren't flagged as .esl? Hmm your plugin name looks odd. Why does it end in FF? For me it looks like this: Spoiler "form" : { "enyo" : "0x809|EnyoFollowerHP.esp", "hrist" : "0x828|CS_Hrist.esp", "isabelle" : "0x829|Isabelle & Gwendolyn By Bacetrica.esp" }, "stringList" : { "buyers" : [ "Hrist", "Enyo", "Isabelle" ] } } Works like a charm. (All those follower plugins are ESL flagged btw.) Did you create that json manually or with the function from SLTR? Edited December 23, 2022 by Talesien 1
Hex Bolt Posted December 23, 2022 Author Posted December 23, 2022 2 hours ago, Corsec said: It seems like the "SimpleSlaveryBuyers.json" can't handle NPCs that are from plugins that are flagged as .esl files. Your format isn't what SLTR is expecting. Try adding a couple of followers through the MCM to have a template, then fill in the rest manually if you wish.
Corsec Posted December 23, 2022 Posted December 23, 2022 2 hours ago, Talesien said: Hmm your plugin name looks odd. Why does it end in FF? For me it looks like this: Hide contents "form" : { "enyo" : "0x809|EnyoFollowerHP.esp", "hrist" : "0x828|CS_Hrist.esp", "isabelle" : "0x829|Isabelle & Gwendolyn By Bacetrica.esp" }, "stringList" : { "buyers" : [ "Hrist", "Enyo", "Isabelle" ] } } Works like a charm. (All those follower plugins are ESL flagged btw.) Did you create that json manually or with the function from SLTR? 1 hour ago, HexBolt8 said: Your format isn't what SLTR is expecting. Try adding a couple of followers through the MCM to have a template, then fill in the rest manually if you wish. The plugin name doesn't end in FF, it's an .esp flagged as an .esl. I added them using the SLTR MCM. However since the NPCs were scattered across the world I just cloned in copies and selected those in the SLTR MCM. Maybe it can't handle clones? Since selecting clones didn't work I used "save funclist 1" to find their original RefIDs and then teleport to the original NPCs. That actually worked, the .json saved them correctly. I noticed that it saves the RefID not the BaseID which makes it inconvenient to manually edit the .json because I can't just copy-paste from xEdit. It also explains why it can't save clones, because clones have a different RefID. I had some problems with importing/exporting the .jsons through the MCM, because somehow it added an empty NPC record which broke the .json until I manually deleted it. It's working now and I got the SS++ event to fire correctly, so thanks for making it!
Hex Bolt Posted December 23, 2022 Author Posted December 23, 2022 44 minutes ago, Corsec said: I noticed that it saves the RefID not the BaseID which makes it inconvenient to manually edit the .json because I can't just copy-paste from xEdit. Yes, SLTR works with the Ref ID. Although it's less convenient, Ref IDs can still be found in xEdit by checking the references to the NPC's base record for the ACHR record, which has the Ref ID. Anyway, I'm glad you got it working!
Corsec Posted December 23, 2022 Posted December 23, 2022 5 minutes ago, HexBolt8 said: Yes, SLTR works with the Ref ID. Although it's less convenient, Ref IDs can still be found in xEdit by checking the references to the NPC's base record for the ACHR record, which has the Ref ID. Anyway, I'm glad you got it working! That's useful information, thanks. Wish I knew that years ago lol.
akssi Posted December 24, 2022 Posted December 24, 2022 4 hours ago, HexBolt8 said: 是的,SLTR 与 Ref ID 一起使用。尽管不太方便,但仍然可以在 xEdit 中找到 Ref ID,方法是检查对 NPC 基本记录的 ACHR 记录的引用,该记录具有 Ref ID。无论如何,我很高兴你让它工作了! Can the next version add a daily service task where the master binds lola's hands with Devious Devices restraint handcuffs? Like "turn off the lights" and "change your hair"
Hex Bolt Posted December 24, 2022 Author Posted December 24, 2022 19 minutes ago, akssi said: Can the next version add a daily service task where the master binds lola's hands with Devious Devices restraint handcuffs? Binding the hands would have to be for a short period, because it's disruptive to gameplay, but it's a possibility for some future version. At this point, I won't be adding any more features to the next version (except bug fixes, if needed). I already have a sizeable contribution from MrEsturk, and I'm trying to finish the feature that I've been working on. 1
akssi Posted December 24, 2022 Posted December 24, 2022 1 hour ago, HexBolt8 said: 绑定双手必须持续很短的时间,因为它会破坏游戏玩法,但在未来的某些版本中可能会出现这种情况。 在这一点上,我不会在下一个版本中添加任何更多功能(如果需要,除了错误修复)。我已经从 MrEsturk 那里得到了相当大的贡献,我正在努力完成我一直在努力的功能。 You can freely choose to turn on and off the function and the binding duration on the MCM interface
Hex Bolt Posted December 24, 2022 Author Posted December 24, 2022 On 12/10/2022 at 8:48 AM, Leoosp said: Are you still looking for icon for this item [icons] your doing back from 18th May 2022? Just getting back to you on this. The icons at the first site that you linked had some nice-looking ones, but digging deeper I learned that "free" on that site actually means "free with paid subscription"; in other words, not free. Thank you for your research and the time you put into it, but I don't think I'll be using icons, focusing instead on other features for formatting messages.
t.ara Posted December 24, 2022 Posted December 24, 2022 (edited) Testing this mod with a change inside of the zap 9´s AI-packs as it seemed to make troubles.... The edited esm can be downloaded on the zap-form...this is a test for now. Edited December 24, 2022 by t.ara 2
CaptainJ03 Posted December 24, 2022 Posted December 24, 2022 1 hour ago, t.ara said: Testing this mod with a change inside of the zap 9´s AI-packs as it seemed to make troubles.... The edited esm can be downloaded on the zap-form...this is a test for now. Here's the link to your corrected esm, to save latecomers the trouble of scanning the whole thread: ZaZAnimationPack 1
MrEsturk Posted December 27, 2022 Posted December 27, 2022 Had a bit of an amusing side effect with the mods I am using. I'm combining this mod with Sexlab Survival. I've come to realize that when my master is broke he'll take gold from my player, but also rob himself every time taking gold from the player triggers Survival's "Follower with sticky fingers" event. Anytime that happens the gold stolen from the sticky fingers event is not added to his inventory, effectively ripping everyone off invovled. Not a bug report. Everything is working as intended. Just one of those entertaining mod compatibility quirks. I turned off the Sticky fingers event so he would stop taking our money and tossing it into an unseen blackhole 1
ChibiUser Posted December 27, 2022 Posted December 27, 2022 On 11/25/2022 at 8:44 PM, HexBolt8 said: Hmm, that's not supposed to be possible anymore. Is the objective marked as completed? Do you remember if you failed that time? Unfortunately, I don't know how to clear misc. objectives. If the slavery is finished, this mod is done with doing anything to the follower. This mod uses vanilla function calls to recruit and dismiss followers and hirelings. It does not replace any scripts, whether from Skyrim or from other mods. Typically, follower frameworks that need to change that behavior simply override those vanilla functions, if needed. EFF is a popular framework, so I don't know why that would happen. You might try the console commands "kill" and "resurrect" on Jenassa, but that probably won't change things. Your solution of disabling her might be the best available option. Hey there, I wanted to report back on this issue So the stuck follower seemed to have been caused by Devious Followers, simply using 'reset' from that mod fixed the issue (in case someone else stumbles on this problem!) With regards to the stuck misc objective, I have not been able to recreate the problem, but I do have a fix to clean up the log (fyi this can also work for other mods if they act up): 1. Make sure you are not currently 'enslaved' by the mod 2. Go to a quiet location (I usually go the qasmoke location. Console: coc qasmoke) 3. Make a save 4. Make another save (in case something goes wrong, you don't lose your progress) 5. Close down the game 6. Remove Subsmissive Lola from your load order (I use MO2, so just untick it) 7. Startup Skyrim again 8. Load your save and pray it loads (this is always tricky and not guaranteed when removing mods in a running game, hence the backup) 9. If you load: yay! Now make another save and close down the game 10. Open Fallrimtools (https://www.nexusmods.com/skyrimspecialedition/mods/5031/) 11. Pick the latest save (sort by date, pick the most recent one) 12. Click Clean->'Remove unattached instances' 13. Click Clean->'Remove undefined elements' 14. Click File->Save (yes to overwrite) 15. Now start up skyrim 16. Load up the latest save 17. Save (yep... again) 18. Close skyrim 19. Re-enable Submissive Lola 20. Play! (to get out of the qasmoke location, easiest is to use the console: coc riverwood)
Hex Bolt Posted December 29, 2022 Author Posted December 29, 2022 (edited) Version 2.0.59 This version has several new features provided by @MrEsturk. It also introduces optional message formatting, with thanks to @Roggvir for the Fancy Thoughts concept and to @Leoosp for alerting me that the latest version of iWant Widgets works with LE. Compared to Fancy Thoughts, message formatting is more broad but less deep, focusing on just key features but expanding the types of messages to include service messages and warnings in addition to thoughts, with the potential to add more types later. New: Message formatting. This optional feature requires iWant Widgets, - Set up different colors, fonts, and screen positions for service messages, warnings, and thoughts. - Edit the "offer service" and "owner beckons" messages to your liking. - Use long thoughts text, even multi-line thoughts, without having the text size shrink. - After installing iWant Widgets, be sure to visit the MCM Mod Integration page and refresh the list of mods. - Copy the MessageFormat-Example.json file in Data\Interface\Lola to MessageFormat.json and edit the settings. - iWant Widgets also works for LE (download from the SE link above and use the Legacy Edition installation option). New: Test function on the MCM Roleplay page to immediately display a thought (it's useful for testing formatting). New: A new nudity rule option, "Safe Areas & Wilderness". This version of the rule only allows the player to wear clothes in areas with the "Dungeon" keyword. That covers the majority of enemy lairs, such as dungeons, hostile forts, caves, bandit camps, etc. In other words, the player is required to be nude in safe areas and while traveling the open road/wilderness. That would make it the second strictest rule between "Always" and "Safe Areas". (Contributed by MrEsturk) New: MCM Roleplay setting, "Playmate obeys nudity rule". The playmate can be set to mimic the player's nudity rule. Playmates are even smart enough to redress themselves when you leave clothing restricted zones. (Contributed by MrEsturk) New: MCM Roleplay settings, "Playmate nudity outfit" and "Playmate nudity shoes" set a nudity alternative outfit and shoes for the playmate to wear in nudity enforced areas, if the "Playmate obeys nudity rule" is enabled. (Contributed by MrEsturk) New: A toggle in the MCM to disable the mod's Dragon Mercy feature (which suspends clothing and device requirements when battling a dragon), in case you don't find the dragon battles menacing enough for the owner's rules to be suspended or are just a total masochist who enjoys running for your life. (Contributed by MrEsturk) New: An additional, percent-based option for the owner's daily expenses. This deducts a percent of the owner's total gold every day, meaning large stockpiles of gold acquired in a short period of time deplete faster from the owner's share. Can be combined with the standard flat rate daily expenses option. (Contributed by MrEsturk) Changed: Thoughts are suspended during combat. Less CPU load during a high-stress time, and you don't need distractions. Changed: For "Run, Lola, Run" and "Rustic Meal", you get a small time extension if you're in combat or having sex. Changed: "Time to Relax" can now start even with low inventory weight, as long as the percentage condition is met. Message Formatting Tips The messages from iWant Widgets are displayed in a separate overlay that can overlap standard game notification messages. The default Y offset of 64 leaves room for one standard notification message above it, as well as allowing long lines to pass under the compass. Insert "\n" in Thoughts text to create a line break. The default $EverywhereMediumFont is the same font used for standard game notifications. Do not use the double quote character (") inside text, such as for offerService or ownerBeckons, unless you add a backslash before it, like this: \". Or use a single quote ('). Edited December 30, 2022 by HexBolt8 8
Hex Bolt Posted December 29, 2022 Author Posted December 29, 2022 I made minor edits to the mod page, so two mod update notifications will have gone out, but there's only the one update today. Regarding iWant Widgets and mod slots, there's an ESL installation for SE. For LE, you need the ESP file. However, that ESP only has one record (one quest), so with a bit of knowledge, a player could merge that into another mod and save a mod slot. SLTR looks for the quest ID (iWantWidgetQuest), not the file name, so you can put the quest anywhere you want. Just a note, at this time, iWant Widgets uses different editor IDs for the SE and LE versions (iWant_WidgetQuest in SE), so SLTR has to check for both and use the one it finds. I probably missed a few warning messages. I had to identify them manually. Sometimes, whether a message is a "warning" is subjective, but if you find one that you think I missed, just report it here. Quest objective notifications are outside the scope of warning messages, even though some of them do notify you of failure or dire consequences. 3
MrEsturk Posted December 30, 2022 Posted December 30, 2022 9 hours ago, HexBolt8 said: Version 2.0.59 Congrats on the newest release. One quick thing: you forgot to delete the part where I originally said I didn't give the playmate a special outfit option. I case anyone is wondering you can have the player be forced to stay nude while the playmate gets to enjoy a special outfit, or vise-versa. 2
Hex Bolt Posted December 30, 2022 Author Posted December 30, 2022 9 hours ago, MrEsturk said: One quick thing: you forgot to delete the part where I originally said I didn't give the playmate a special outfit option. Oops. I updated the comment above, but unfortunately I can't change the description page without doing a version update (I'll make a note to edit that when the next version comes out). Hopefully, players will figure it out since the MCM has the settings for the playmate's outfit.
zhuguannan123 Posted December 31, 2022 Posted December 31, 2022 (edited) not that I'm not grateful to the updates but.... when is there gonna be some new plays/lore/scenes instead of improvements on 'gears'. Edited December 31, 2022 by zhuguannan123
Hex Bolt Posted December 31, 2022 Author Posted December 31, 2022 46 minutes ago, zhuguannan123 said: when is there gonna be some new plays/lore/scenes instead of improvements on 'gears'. There's a balance between quality and quantity. In the early days, it was important to have quantity, enough events to offer variety and keep things interesting. More recently, the focus has been on quality enhancements to offer more depth and options. Depending on what one considers to be "new", adding naked walks to the other major cities has been a priority for me for a while now, but sometimes I get distracted when I'm playing and realize that I can add tears effects, or when someone informs me that that cool text widget now works for all versions of the game and I can finally have use longer thoughts without having the text size shrink. 2
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