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Posted (edited)
1 hour ago, NobodyMan22 said:

One more QoL is some indicator of task availability (i. e. said "MAY offer"). Notifications at top left tend to disappear quickly, especially if other mods use it for something. And it's easy to forget about it.

I will increase the display duration by 50%.  Using the optional iWantWidgets integration can help too.  One could use that to display "offer service" notifications in bright yellow so they stand out.  To aid players who tend to play in short sessions, the "offer service" message (when valid) is redisplayed whenever players load a saved game.  One can also just talk to the owner to see if the topic to offer service is available, if it seems like it's been a while since the last time.  I'm really not interested in adding a widget to the display.

 

Not offering service quickly enough to get credit for it isn't a disaster.  It happens.  But when Master gets bored waiting for you, that is a reminder that you were focused on other things rather than placing Master first, just as Master keeps telling you.  The experience is configurable to the player's liking.  The requirement to offer service can be as little as once every 24 hours; you'd barely need to think about it.  The offering sex quota can be zero, and daily net score goal can be essentially turned off by making it a large negative value.

 

If achieving the goals is not enjoyable, set them lower.  Default settings are just a recommendation.  Some players enjoy a challenge and having their characters sometimes get punished, so they set them higher.  If you're feeling the need for a constant progress display taking up part of your screen, you should probably lower the daily quotas, so you don't feel pressured to achieve optimal performance.  The mod is intended to offer an experience, not to be a challenge to beat.

Edited by HexBolt8
Posted
1 hour ago, HexBolt8 said:

If achieving the goals is not enjoyable, set them lower.  Default settings are just a recommendation.  Some players enjoy a challenge and having their characters sometimes get punished, so they set them higher.  If you're feeling the need for a constant progress display taking up part of your screen, you should probably lower the daily quotas, so you don't feel pressured to achieve optimal performance.  The mod is intended to offer an experience, not to be a challenge to beat.

@NobodyMan22I personally set the daily requirements low so that way they don't interfere too much in regular gameplay but I can still have multiple happen in a city at once. I'm trying out a 30% gain/10% loss/1 score a day campaign right now and the slower pace has been nice.

Posted
13 hours ago, HexBolt8 said:

Using the optional iWantWidgets integration can help too.  One could use that to display "offer service" notifications in bright yellow so they stand out.  To aid players who tend to play in short sessions, the "offer service" message (when valid) is redisplayed whenever players load a saved game.

Excellent! I disregarded it first (because thought that my waffle presser won't have enough performance for these utility mods) then completely forgot about it. Well worth giving it a try.

13 hours ago, HexBolt8 said:

The offering sex quota can be zero, and daily net score goal can be essentially turned off by making it a large negative value.

I believe it's even zero by default. I was mentioning it in context of a thing which comes to mind first when Player realizes that things are about to get VERY zzzzzappy.

13 hours ago, HexBolt8 said:

If achieving the goals is not enjoyable, set them lower.  Default settings are just a recommendation. 

True. It just needs some trial and error. Especially with related mods which totally messed my save up few days ago.

Which is... well... entirely user-side issue mostly :)

11 hours ago, blahity said:

I'm trying out a 30% gain/10% loss/1 score a day campaign right now and the slower pace has been nice.

That's the fun part.

There are a plenty of routes to follow - which, if backed by different supplemental mods, can lead to completely different blends of gameplay.

I've discovered that this mod + enabled Execution from one of its expansions + Failure Mode Effects Analysis is an excellent cure for munchkins. Puts "roleplay" back into RPG really quickly :) Because roleplaying under Skyrim's vanilla premise assumes that there ARE a price for error...

Since we're not getting Bloodlines 2 in this century, I'm busy trying to make Skyrim non-sterile enough without tilting it too much. Right now Lola takes the cake for being most balanced and roleplay-heavy thing without necessity to fiddle with its settings at all.

Despite its simplicity.

Lowering the goals is one thing but being doomed to win is not nice too.

Posted
On 6/26/2023 at 10:05 PM, HexBolt8 said:

No.  Setting the cooldown to zero actually sets the next available date to far in the future.  In a really long game (well over 5 years), they might occur.

 

Hello

I definitly have an issue with them: Adventuring slave and Tomb Raider are still happening, and everyday (I put the cooldown to 30 days, as the 0.0 wasn't working to desactivate).
Is there a way I can check what is wrong ?

 

Thank you

Posted
6 hours ago, NobodyMan22 said:

Since we're not getting Bloodlines 2 in this century,

The Bloodlines 2 twitter announced that there would be an announcement in September. Hopefully its some good news.

Posted
39 minutes ago, blahity said:

Hopefully its some good news.

SteamDB sez that preorders were disabled in Feb 23rd, 2021. Right now preorders are still disabled.

For GOG, GOGDB sez that preoprers were disabled in July 16th, 2022. Preorders are still not available there anymore either.

This alone ensures that whatever these news are, we won't be getting the game anytime soon. Because, obviously, if the game is reaching the end of a SUCCESSFUL development cycle (especially after so many so sad stories) - re-enabling preorders would gonna be the first decision Marketing should push through.

Well... on the other hand, if you don't expect anything good at all - the life becomes full of pleasant surprises all of a sudden!

Posted
4 hours ago, Hellethia_ said:

I definitly have an issue with them: Adventuring slave and Tomb Raider are still happening, and everyday (I put the cooldown to 30 days, as the 0.0 wasn't working to desactivate).
Is there a way I can check what is wrong ?

In the console, enter "help GameDaysPassed 3" to see the value of Skyrim's variable for the number of game days that you've been playing.  It should be a reasonable number.  If it's obviously too high, like a number in the thousands when you've only played for a few game months, something has been messing with it.  This is the most likely cause.  If you have a crazy-high GameDaysPassed and you never want to see those events, use the console to set them even higher:  "set vkjNextBringGold to X" and "set vkjNextFindTreasure to X".

Posted

I know others have reported this but I wanted to add that I too didn't have my follower come to the auction when she was sold. I had to move him to here using my follower framework. Same thing happened last game but then, I kind of thought it was maybe because I used mercurio and hadn't paid his fee, but no.. this time i was careful to choose followers I've downloaded and used successfully before.

Posted (edited)
2 hours ago, Lenore said:

I know others have reported this but I wanted to add that I too didn't have my follower come to the auction when she was sold.

Okay.  The next update will have the change that worked for Talesien.  Hopefully that will resolve things for everyone.

Edited by HexBolt8
Posted

Reminds me, finally found the time for some more testing. Teleporting Mjoll worked without your modified script using a minimal install, interestingly enough it failed with Rimona (unless the modified script was added). Valentina also worked fine with the minimal install even without the modified script. (No idea what's going on there, only idea I have is that it is connected to Rimona being in Riverwood, while Mjoll and Valentina are both in Riften). Valentina also works fine in the full install now. Sorry, been too lazy to re-try her with the full install, but without the modified script. So not sure if that error message was a one time fluke or something that got also fixed by the teleport now working reliably.

Posted

I have a problem the mod says, that my version od Devious Devices is obsolete and that I need version 5.2. Problem is I have Devious Devices 5.2. Does anyone know what is the problem? I am on LE.

Posted
43 minutes ago, wsgthebg said:

I have a problem the mod says, that my version od Devious Devices is obsolete and that I need version 5.2. Problem is I have Devious Devices 5.2. Does anyone know what is the problem?

You almost certainly also have part of DD 4 installed.  Check your mod list and remove DD 4's Assets, Integration, and Expansion.  They're all in DD 5.

Posted
20 minutes ago, HexBolt8 said:

You almost certainly also have part of DD 4 installed.  Check your mod list and remove DD 4's Assets, Integration, and Expansion.  They're all in DD 5.

I don't have any DD 4 in my Mod Organizer 2 instance, I originally started with DD 5.0, but that is disabled. From DD 5.2 I have following plugins:
- Devious Devices - Assets.esm

- Devious Devices - Integration.esm

- Devious Devices - Expansion.esm

- Devious Devices - Contraptions.esm
I looked if something overrides DD 5.2 and it is just some textures and 2 scripts, so that should not be a problem.

Posted
9 minutes ago, wsgthebg said:

I don't have any DD 4 in my Mod Organizer 2 instance, I originally started with DD 5.0, but that is disabled. From DD 5.2 I have following plugins:
- Devious Devices - Assets.esm

- Devious Devices - Integration.esm

- Devious Devices - Expansion.esm

- Devious Devices - Contraptions.esm
I looked if something overrides DD 5.2 and it is just some textures and 2 scripts, so that should not be a problem.

Okay, that's mostly good, but the script overrides could be a problem if they're not up to date.  Which scripts are overwritten?

Posted

Came across another inconvenience

(wouldn't call it a bug, as it's partly Lola's fault)

When prostituting, (and having fulfilled the quota) I tend to forget that it's still running and fast travel elsewhere. Got the reminder in the top left corner, "Thy shalt notte leave the citty, whore!" and tell Mistress immediately that the sex work's done - but whilst telling her, Lola gets zapped, because Mistress takes her sweet time talking.

 

Picking up on two older issues (you were right both times)

- the amout of damage whipping does, is related to the one-handed abilities of Mistress. My current Mistress is a magician, so I gave her ring and necklace of peerless wielding, and enchanted her gloves

- kneeling too close (nearly inside) Mistress hickups the force greeting, and Lola already get's zapped w/o knowing what she's not done. Kneeling further away, I don't have this issue.

Posted
9 hours ago, HexBolt8 said:

Okay, that's mostly good, but the script overrides could be a problem if they're not up to date.  Which scripts are overwritten?

/scripts/zadLibs.pex by Sexlab Inflation Framework Patches
and
/scripts/zadBeltScript.pex by PeeAndFart 2.7 FOMOD

Posted
1 hour ago, wsgthebg said:

/scripts/zadLibs.pex by Sexlab Inflation Framework Patches

That's the conflict.  I know that a "patch" sounds harmless, but there are different kinds.  Patches that add new files or merge content are usually fine.  Then there are the replacer patches, like this one, which are dangerous.  Depending on where you got this patch, the one I found on LoversLab dates back to 2018, and it replaces the main script in Devious Devices.  You can imagine the problems arising from swapping in a five year-old script.  (This kind of patch also appears to be a violation of the stated permissions of Devious Devices:  "You can NOT bundle/re-distribute any parts of this mod with your own (e.g. include patched versions of DD's files in your mod) as future updates to DD might break your and other mods if you do.")

 

I recommend removing this patch.  It very likely will break your DD 5.2 installation, and it makes your DD installation obsolete for other mods that need version 5.2.

Posted (edited)
1 hour ago, CaptainJ03 said:

the amout of damage whipping does, is related to the one-handed abilities of Mistress. My current Mistress is a magician, so I gave her ring and necklace of peerless wielding, and enchanted her gloves.

Those enchantments shouldn't affect whip damage, since only some enchantments work for followers:  "Fortify <Combat Skill> does not increase the amount of damage they do."  Possibly you have a combat mod that changes this, but Skyrim itself doesn't use Fortify One-handed for followers.

 

Edit:  As a quick test, I used the console to modify my follower's One-handed skill to 150, then I triggered a punishment whipping.  Damage was negligible.  My character was actually recovering health as fast as the damage occurred.

Edited by HexBolt8
Posted
59 minutes ago, HexBolt8 said:

Those enchantments shouldn't affect whip damage, since only some enchantments work for followers:  "Fortify <Combat Skill> does not increase the amount of damage they do."  Possibly you have a combat mod that changes this, but Skyrim itself doesn't use Fortify One-handed for followers.

This is weird, because I don't use any combat mods I'm aware of, and it made a noticable difference as soon as I gave her the enchanted bits.

Posted (edited)

Strange thing.  I can not import my settings from the MCM. I just get the error Missing file in SKSE/Plugin/lola... Sooo, now what? LOL.

 

Edit: I can export settings though, lol.

Edited by maxsteiner
Posted
7 hours ago, maxsteiner said:

Strange thing.  I can not import my settings from the MCM. I just get the error Missing file in SKSE/Plugin/lola... Sooo, now what? LOL.

 

Edit: I can export settings though, lol.

I saw that too. With some mods you need to export your MCM settings at least once before being able to import settings. Means you save your MCM setting and after that replace it with your old MCM settings to be able to load it into the game ^^

Posted
4 hours ago, donttouchmethere said:

I saw that too. With some mods you need to export your MCM settings at least once before being able to import settings. Means you save your MCM setting and after that replace it with your old MCM settings to be able to load it into the game ^^

I'm afraid I don't understand what you mean. Export the MCM settings for Submissive Lola? I can export the settings. I just can't import them to another character save.

Posted
13 hours ago, maxsteiner said:

I can not import my settings from the MCM. I just get the error Missing file in SKSE/Plugin/lola.

 

58 minutes ago, maxsteiner said:

I can export the settings. I just can't import them to another character save.

If you're getting a missing file message, it's because the file isn't there.  So, the cause is something outside the mod.  Since you only have trouble importing for a different character, look at what your mod manager is doing.  You might just have to copy the exported settings file from the location where it is exists for your older character to the new character.  The mod considers LolaConfig.json to simply exist in Skyrim/Data/SKSE/Plugins/Lola, but your mod manager might not.

 

A second possibility is that your JContainers is outdated and so the export is failing, but if you can export & import for the same character, that's not it.

Posted
13 hours ago, CaptainJ03 said:
15 hours ago, HexBolt8 said:

Those enchantments shouldn't affect whip damage, since only some enchantments work for followers:  "Fortify <Combat Skill> does not increase the amount of damage they do."  Possibly you have a combat mod that changes this, but Skyrim itself doesn't use Fortify One-handed for followers.

This is weird, because I don't use any combat mods I'm aware of, and it made a noticable difference as soon as I gave her the enchanted bits.

Yes, that is weird, especially since we both use NFF.  If something you have installed is letting your followers benefit from enchantments that fortify combat skills, that is nice, but it's unexpected based on the documentation that I'd linked.

 

I'm testing a new damage system right now.  It reduces the whipping weapon damage to zero, so if it still causes a lot of damage, that's certainly from an outside mod.  A new feature for the SLTR version in development lets me count hits on the PC, so I'm just counting up the expected damage and adding it at once at the end.  This was extra work, but it has a few advantages.  I can cap the total damage just before it's applied, and safely boost it for punishment whippings (where the hits would reasonably be harder).  I'm also now applying flat damage for punishment spankings, so those will have a little sting.

Posted (edited)
6 hours ago, HexBolt8 said:

 

If you're getting a missing file message, it's because the file isn't there.  So, the cause is something outside the mod.  Since you only have trouble importing for a different character, look at what your mod manager is doing.  You might just have to copy the exported settings file from the location where it is exists for your older character to the new character.  The mod considers LolaConfig.json to simply exist in Skyrim/Data/SKSE/Plugins/Lola, but your mod manager might not.

 

A second possibility is that your JContainers is outdated and so the export is failing, but if you can export & import for the same character, that's not it.

Sorry I wasn't clear enough. I can only export the MCM setting but I can't import. Not even to the same save I exported from. So when I want to edit lets say "tell me what I want to hear" I can edit the json file just fine but I just can't import it so I am stuck using the 30 characters in the MCM. Its really weird.

Edit: I have Jcontainers 3.3.0.RC 3. so its should be the latest.

Edited by maxsteiner

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