Emu101 Posted June 26, 2024 Posted June 26, 2024 14 hours ago, Hex Bolt said: Do you have Zaz Animation Pack (ZAP) installed? It's required. There's a link on this mod's main page. The internet community is amazing, thank you so much for your help! It was an issue with ZAZ, Fresh install fixed it. 1
Hex Bolt Posted June 26, 2024 Author Posted June 26, 2024 4 hours ago, Loki.adm said: It happens so that I've actually have version 2.1.2 downloaded, so I'll just add it here in a comment, where you can grab it without interfering with the main mod page. I think you misunderstood. The wabbajack collections, as I understand it (I don't use them), rely on mod download pages for getting mod files. My objection was to reuploading an outdated version to the download page where it will be seen by everyone. If it were just a matter of posting the file here in the support topic, like you did, I'd have done that. 1
Hex Bolt Posted June 27, 2024 Author Posted June 27, 2024 After a hard day slaving away as, well, a slave, you might just want a hug. "I'm Glad You're Here" (for LE and SE) lets you hug any follower. It might not be appropriate for the owner (but hey, it's your game if you want to), but a sympathetic playmate or stay-at-home follower might be just the thing. 3
Loki.adm Posted June 27, 2024 Posted June 27, 2024 8 hours ago, Hex Bolt said: I think you misunderstood. The wabbajack collections, as I understand it (I don't use them), rely on mod download pages for getting mod files. My objection was to reuploading an outdated version to the download page where it will be seen by everyone. If it were just a matter of posting the file here in the support topic, like you did, I'd have done that. Yeah, it seems that I got that wrong a bit, but definitely got your concern. Never used collections either.
Gameplayer Posted June 27, 2024 Posted June 27, 2024 About Weapon Speed bug, So my companion is Jenessa, she has a Dual Wielding perk. I have tried a couple of weapon speed fix mods with no success. https://www.nexusmods.com/skyrimspecialedition/mods/45502?tab=description That was the last one I tried. I think I have to figure out how to remove the perk from NPC, so the steps will be different than from PC. That is as far as I have gotten with that for now, at the moment I just have the counting is fun quest set to 0 so it wont run.
Gameplayer Posted June 27, 2024 Posted June 27, 2024 During Confessions of a Sex Slave, I noticed that sometimes there are missing prompts so it becomes impossible to choose the correct one.
Gameplayer Posted June 27, 2024 Posted June 27, 2024 Problem, Pet companion asks for sex during sex act in whoring quest. May need a script to stop calls from companion when other Submissive Lola quests are running.
Hex Bolt Posted June 27, 2024 Author Posted June 27, 2024 (edited) 2 hours ago, Gameplayer said: During Confessions of a Sex Slave, I noticed that sometimes there are missing prompts so it becomes impossible to choose the correct one. I would need information to be able to investigate, but this has not been reported before, so it might be due to something else. If you have enabled custom confessions, the possibly the default file didn't get installed correctly to Data\Interface\Lola, or you might have made a small mistake when editing the Confessions.json file. A syntax error will make the file unusable. An online tool like jsonlint.com can validate a json file for you. 1 hour ago, Gameplayer said: Pet companion asks for sex during sex act in whoring quest. May need a script to stop calls from companion when other Submissive Lola quests are running. You been playmate rather than pet, right? Animal companions are not supported. There's nothing wrong with short tasks starting during longer ones. The mod often will give you other tasks while a long job like prostitution is running, though it does prevent two short tasks from running at the same time (the owner won't send you to fetch ale and then tell you to dance while timer is running for the fetch task). However, the playmate should not force greet you while you're having sex. If it happens frequently, let me know, but you probably had bad timing. For example: Your character agrees to sex with a client, but a few seconds might pass while SexLab chooses an animation and positions the characters. During that time, the PC is not yet having sex, so the situation looks okay to a script and the playmate's approach is valid to start. Your sex animation begins, then the playmate arrives soon afterwards. Fortunately, you can just tell the playmate "not now", as long as the playmate's arousal hasn't reached maximum. Also, unlike conversations with the owner, you can press the escape key to break out of the playmate's sex request; however, the playmate is very persistent and will ask again in about 15 seconds. If the playmate is at maximum arousal, it still allows you a short delay, but saying "not now" is usually better because that will make the playmate go away for several minutes. Edited June 27, 2024 by Hex Bolt
Gameplayer Posted June 27, 2024 Posted June 27, 2024 31 minutes ago, Hex Bolt said: I would need information to be able to investigate, but this has not been reported before, so it might be due to something else. If you have enabled custom confessions, the possibly the default file didn't get installed correctly to Data\Interface\Lola, or you might have made a small mistake when editing the Confessions.json file. A syntax error will make the file unusable. An online tool like jsonlint.com can validate a json file for you. You been playmate rather than pet, right? Animal companions are not supported. There's nothing wrong with short tasks starting during longer ones. The mod often will give you other tasks while a long job like prostitution is running, though it does prevent two short tasks from running at the same time (the owner won't send you to fetch ale and then tell you to dance while timer is running for the fetch task). However, the playmate should not force greet you while you're having sex. If it happens frequently, let me know, but you probably had bad timing. For example: Your character agrees to sex with a client, but a few seconds might pass while SexLab chooses an animation and positions the characters. During that time, the PC is not yet having sex, so the situation looks okay to a script and the playmate's approach is valid to start. Your sex animation begins, then the playmate arrives soon afterwards. Fortunately, you can just tell the playmate "not now", as long as the playmate's arousal hasn't reached maximum. Also, unlike conversations with the owner, you can press the escape key to break out of the playmate's sex request; however, the playmate is very persistent and will ask again in about 15 seconds. If the playmate is at maximum arousal, it still allows you a short delay, but saying "not now" is usually better because that will make the playmate go away for several minutes. Ah yes the playmate did her forcegreet just as client scene was starting up, so it was very close in timing. Confessions, well it happens infrequently and I noticed it only happens if I am rushing through dialogue prompts.
Hex Bolt Posted June 27, 2024 Author Posted June 27, 2024 9 minutes ago, Gameplayer said: Ah yes the playmate did her forcegreet just as client scene was starting up, so it was very close in timing. Yeah, that was it. Bad timing can't be prevented. However, for the next update, if the playmate asks for sex after the PC started sex or combat, saying "not now" will always succeed (playmate won't force sex even at max arousal).
Hex Bolt Posted June 27, 2024 Author Posted June 27, 2024 (edited) 28 minutes ago, anorion said: Straight yes/no will do.... It works with all versions of Skyrim. (I was going to just respond "yes", as in it works, but the original question was does it not work.) Edit: Now I'm wondering why anorion deleted the question. Edited June 27, 2024 by Hex Bolt
Allen Harris Posted June 28, 2024 Posted June 28, 2024 8 hours ago, Hex Bolt said: Yeah, that was it. Bad timing can't be prevented. However, for the next update, if the playmate asks for sex after the PC started sex or combat, saying "not now" will always succeed (playmate won't force sex even at max arousal). I gotta say, I appreciate that ur keeping updates coming. Most good mods get abandoned before they were even finished.
DonQuiWho Posted June 28, 2024 Posted June 28, 2024 Thanks for the latest updates A quick query. Up till now, I've been running on 2.1.2 I slipped the later versions into MO2 and, as usual checked out the overwrites etc in the L/H pane Instead of just greying out older versions, showing everything prior has been overwritten, this showed that there are 4 or 5 scripts in 2.1.2 that are not overwritten by any of the subsequent versions - they're 'live' .psc files, not just source files which often have hangovers in mods as you move from version to version. My working assumption would be that this is just an irrelevancy but, just in case, are these likely to cause any grief in any way, or can I safely get rid of them by just deactivating the older versions in the MO2 L/H pane? TIA for any help DQW
Hex Bolt Posted June 28, 2024 Author Posted June 28, 2024 2 hours ago, DonQuiWho said: Thanks for the latest updates A quick query. Up till now, I've been running on 2.1.2 I slipped the later versions into MO2 and, as usual checked out the overwrites etc in the L/H pane Instead of just greying out older versions, showing everything prior has been overwritten, this showed that there are 4 or 5 scripts in 2.1.2 that are not overwritten by any of the subsequent versions - they're 'live' .psc files, not just source files which often have hangovers in mods as you move from version to version. My working assumption would be that this is just an irrelevancy but, just in case, are these likely to cause any grief in any way, or can I safely get rid of them by just deactivating the older versions in the MO2 L/H pane? TIA for any help DQW I will sometimes remove a script when it's no longer used and it's one that can be safely removed. I believe that's what you're seeing. You can get rid of them. If I remove a script, it's a careful, deliberate process. (Although I don't provide support add-ons, before I remove something, I also check for the unlikely case that an add-on was using it.) Most often, scripts become obsolete when I combine identical or very similar scripts for ease of maintenance, so that updates don't have to get applied across multiple scripts. Other times, I might remove or rework blocks of dialog, so that some scripts aren't used anymore. Most of those removed are topic scripts, which only run when a certain topic is spoken, then terminate. There's no danger that topic scripts can be "live" in the sense of running; there're just a teeny tiny amount of bloat in a save file, a drop in an ocean. The benefit is a cleaner code base, free of unused scripts that would still show up on searches for everything that references "xyz" if I modify "xyz" in a way that requires an edit to everything that uses it, or if a problem manifests that has me check every reference to something. In the latter case, if an unused script is kept around but not maintained, I might find something that doesn't look right (because it's old and updated) and waste time "fixing" and retesting, only to find that, naturally, that had no effect.
DonQuiWho Posted June 28, 2024 Posted June 28, 2024 2 hours ago, Hex Bolt said: I will sometimes remove a script when it's no longer used and it's one that can be safely removed. I believe that's what you're seeing. You can get rid of them. If I remove a script, it's a careful, deliberate process. (Although I don't provide support add-ons, before I remove something, I also check for the unlikely case that an add-on was using it.) Most often, scripts become obsolete when I combine identical or very similar scripts for ease of maintenance, so that updates don't have to get applied across multiple scripts. Other times, I might remove or rework blocks of dialog, so that some scripts aren't used anymore. Most of those removed are topic scripts, which only run when a certain topic is spoken, then terminate. There's no danger that topic scripts can be "live" in the sense of running; there're just a teeny tiny amount of bloat in a save file, a drop in an ocean. The benefit is a cleaner code base, free of unused scripts that would still show up on searches for everything that references "xyz" if I modify "xyz" in a way that requires an edit to everything that uses it, or if a problem manifests that has me check every reference to something. In the latter case, if an unused script is kept around but not maintained, I might find something that doesn't look right (because it's old and updated) and waste time "fixing" and retesting, only to find that, naturally, that had no effect. Thanks. Was just making sure that where we are is where you intended to be ... Not that I really had much doubt, but better to check than not. DQW
iwtfysb Posted June 29, 2024 Posted June 29, 2024 Is there a way to change submission score, like through console commands?
Hex Bolt Posted June 29, 2024 Author Posted June 29, 2024 4 minutes ago, iwtfysb said: Is there a way to change submission score, like through console commands? Yes, but obviously it's cheating. Spoiler Using a spoiler because some players don't want to see cheats (it's easier to resist temptation if you don't know how to do it.) "set vkjSubmissionScore to xx" in the console. However, because this is cheating, it's not supported, so the mod's internal variables will not update until the next time the score changes (increases or decreases normally). Therefore, setting the score to a high value will not immediately unlock events that require a high score, not until the score changes through a reward or punishment.
anorion Posted June 29, 2024 Posted June 29, 2024 (edited) On 6/27/2024 at 10:44 PM, Hex Bolt said: It works with all versions of Skyrim. (I was going to just respond "yes", as in it works, but the original question was does it not work.) Edit: Now I'm wondering why anorion deleted the question. Thank you for the quick reply 😃 Deleted because I realized DD is a dangerous mod that I dont know how to integrate in my loadorder and I wasn't that interested to begin with. After installing DD I got CTD on starting skyrim, regardsless of whether i disabled DD or not. Tried the troubleshoting guide too - no joy. Debugging took hours and a required a full redeployment all my previously installed mods. Edited June 29, 2024 by anorion
Hex Bolt Posted June 29, 2024 Author Posted June 29, 2024 17 minutes ago, anorion said: Deleted because I realized DD is a dangerous mod that I dont know how to integrate in my loadorder and I wasn't that interested to begin with. After installing DD I got CTD on starting skyrim, regardsless of whether i disabled DD or not. Tried the troubleshoting guide too - no joy. DD is not dangerous -- it's very commonly used -- but any mod can cause problems if not installed properly (which is not a reflection on your intelligence or gaming experience, just that any large mod that has multiple requirements potentially can be misinstalled). Complicating matters, some mods that use DD package their own versions of DD scripts (in violation of DD's permissions) without mentioning it. In some instances, those revised scripts are years out of date, so they absolutely will break DD, potentially with CTDs. Further muddying the waters, some individuals spread misinformation, whether through lack of knowledge or holding a grudge, making demonstrably false claims that DD overwrites Skyrim's native functions (it does not, as a quick look at its source code reveals). Used properly, DD is a great framework for bondage-themed mods, including the very popular Laura's Bondage Shop. Look at their downloads and endorsements. The popularity of these mods is a testament to the quality of DD. If you're up for another try, install DD 5.2 and be sure not to also install any older parts (some mods say they need DD Assets 3.0e or an older version of Integration, but what they mean is that they need version or newer. You only need DD 5.2, which is an all-in-one installation for all parts of DD (which used to be separate downloads). For DD to be active, you must save and reload your game once. Initially, just install DD without any mods that might use it. DD does nothing on its own, you can but confirm that the MCM appears. After that, install any mods like this which use one, one at a time, so if you have a problem, you can ask for help on that mod's support topic.
patron_st Posted June 30, 2024 Posted June 30, 2024 On 7/19/2023 at 8:58 AM, Dozen9292 said: Submissive Lola 2.1.1 的新增量更新。需要 Executaball 的原始语音文件才能完成。 lola_delta_new.rar获取信息... Thank you for bringing me a very perfect experience with your MOD. After the current version has been updated to 2.1.5a, many voice commands for playmate have been added. Will you continue to update your voice pack? 1
anorion Posted June 30, 2024 Posted June 30, 2024 18 hours ago, Hex Bolt said: DD is not dangerous -- it's very commonly used -- but any mod can cause problems if not installed properly (which is not a reflection on your intelligence or gaming experience, just that any large mod that has multiple requirements potentially can be misinstalled). Complicating matters, some mods that use DD package their own versions of DD scripts (in violation of DD's permissions) without mentioning it. In some instances, those revised scripts are years out of date, so they absolutely will break DD, potentially with CTDs. Further muddying the waters, some individuals spread misinformation, whether through lack of knowledge or holding a grudge, making demonstrably false claims that DD overwrites Skyrim's native functions (it does not, as a quick look at its source code reveals). Used properly, DD is a great framework for bondage-themed mods, including the very popular Laura's Bondage Shop. Look at their downloads and endorsements. The popularity of these mods is a testament to the quality of DD. If you're up for another try, install DD 5.2 and be sure not to also install any older parts (some mods say they need DD Assets 3.0e or an older version of Integration, but what they mean is that they need version or newer. You only need DD 5.2, which is an all-in-one installation for all parts of DD (which used to be separate downloads). For DD to be active, you must save and reload your game once. Initially, just install DD without any mods that might use it. DD does nothing on its own, you can but confirm that the MCM appears. After that, install any mods like this which use one, one at a time, so if you have a problem, you can ask for help on that mod's support topic. I understand what you want to say and I share the conclusion that DD crashing my skyrim despite evidence it works for others points to some issue with my own mods and load order. I dont even like BDSM, the only reason for installing DD was to I could install and test another mod which I ended up doing with SSEdit and I found out it's not for me either. Lets leave it at that. 1
Gameplayer Posted July 5, 2024 Posted July 5, 2024 (edited) So I found a solution for Weapon Speed that actually works with whipping. Comprehensive Attack Rate Patch, https://www.nexusmods.com/skyrimspecialedition/mods/89042?tab=description Description of problem, So Skyrim handles weapon speed in a strange way, and this can result in multiplier happening when you have several mods effecting the speed that an actor attacks at rather than additive. Essentially the mod I listed enforces a range of speed possible so it will cap the weapon speed. I think the issue with Janessa is she uses a dagger and somehow the two weapon speeds are combining her primary weapon and the crop speed. Speculation, Anyway applying a the mod above worked right away and even the whipping speed slider actually did something noticable difference in speed of whipping. What was throwing me off is I had another character for Lola's master a hireling that used a two handed weapon, and he whipped at a pace that made counting them easy but Jan she uses a dagger and would whip like a typewriter. ____________________________________________________________________________________ Speaking of mods, Underdog Animations, https://www.nexusmods.com/skyrimspecialedition/mods/51811 There are certain animations you can install with this mod, that allow NPC's to use animations that are expressive, Such as impatience, crossed arms, and generally for some reason these do play when you use dialogue "Master" Now if you want your master to be a total D-head, install all the animations from that mod under the NPC catagory. It will change the whole flavor of how the interactions go, I had to go back in there and be selective though it was killing the whole naughty fantasy for me. Edited July 5, 2024 by Gameplayer
SpicyCaptcha Posted July 7, 2024 Posted July 7, 2024 Why do old versions keep being deleted, I need version 2.1.2 for a wabbajack
Talesien Posted July 7, 2024 Posted July 7, 2024 12 hours ago, SpicyCaptcha said: Why do old versions keep being deleted, I need version 2.1.2 for a wabbajack Because supporting old versions/putting up with bug reports of long fixed bugs sucks. Ask the maintainer of the Wabbajack list in question to please update his list (or delete it). 5
Gameplayer Posted July 7, 2024 Posted July 7, 2024 16 hours ago, SpicyCaptcha said: Why do old versions keep being deleted, I need version 2.1.2 for a wabbajack I've helped at least two people get mod packs of Nolvus to install niether of them understand modding, What you do is look for the Downloads Assets location for your installer pack, Place the file there. Probably will have to rename the file not sure but likely if you know the name of the file, just rename the new download you got here. Or you could, Go back one page and download 2.1.2 someone provided it in comments, After that you still have to place it manually into your installers downloads folder, Then do a refresh on the dashboard and it should resume unpacking the files. This is why I think you need the name of the old file, cause if it were me I would want the most recent version, that is the route I think you should go, just rename the new file so it is same as the old one as a work around for now.
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