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Posted

Just noticed that i might not have been clear enough with my "new game guide".
From step 2 on, only load the savegame, that you created last. So step 2 is done, based on the savegame from step 1. And so on.

The point of this procedure, is to have all essential mods fully installed and initialized, so mods that use them, can find them.

And the other point are Skyrims hickups with scripts and initializing a shit-load of mods (where in the worst case, one mod builds up on the other [hard or soft dependencie]) is definitly not helping avoing it.

 

So for SL mods, install SL first, wait 2h ingame -> configure -> save, enable all mods that use SL and then load the SL save. This way all mods that use SL will find an fully configured and initialzed framework, to work with.

Posted

Did another test this morning in Falkreath with an new game and a minimal setup (skse, skyui, ihud, fuz, sexlab, fnis, zazanim and po). Same result though. I keep falling through the scenery.

 

Edit: could be that I missed something. I went back to my game in progress and disabled "Underground Bathouse and Paradise Valley" as i've seen that it contains a lot zaz stuff. I'm using Skyrim Mod Organizer so detecting conflicts and shuffling things around is pretty easy. So far everything works fine again in Falkreath. Will keep testing...

Checking this and I can't find any problems (tried a few times). What happens when sex ends? Is it when you get the pushback that you're offset to a bad position? Have you tried disabling pushback in SexLab?

 

I run with reduced ragdoll force (or something similar sounding). Could that be a difference in our setups?

Posted

 

 

Just for notice:

there is a problem in Solitude Jail. The Jailer get stuck against a crate (and the player-controlled too) on its way to the cell. No matter how many times I debugged it.

It seems that the only way to have the Jailer go right to the jail door is to manually set him using console and get x, get y , set x, set y commands. Anyhow, the player remain stuck against this crate. I tried to disable the crate too but no luck.

I think shloud be better to make the Jailer's route passing through the center of the jails' area.

Could you grab a screenshot or similar of the crate, and I'll just change the pathing mesh to avoid that crate. Should be the easiest solution ...

 

Exiting the stairs to the lower level (jails' round area with columns), go left. The crate is just after the door of the first cell, near a standing light with candles, against the wall. Should be the cell with the stormcloak female prisoner inside. The cell chosen by the jailer for me is just the next one, second on left.

 

I think I found it. I'll move it slightly instead, because the pathing mesh is already well behaved. Which means that the jailer shouldn't bump into it, ... then again, you never know what Skyrim decides to do....

Posted

So far the only issue I have seen is the release date in MCM always shows yesterdays date even on the day I was caught.

If that is the only problem, I'm happy, because I consider that a very minor issue. ;)

Posted

That's not an minor issue!
Your mod is bending time, what could have unexpecting side effects to (virtual) reality itself.
But hey, if it's not a bug, it's a ... you know the drill.

Posted

That's not an minor issue!

Your mod is bending time, what could have unexpecting side effects to (virtual) reality itself.

But hey, if it's not a bug, it's a ... you know the drill.

Well, better be careful with time/space stuff. I removed the entry.

Posted

Might just be me and my horrible skills at modding Skyrim, but it just flat out doesn't work for me... Its in Sky UI, but whenever I get arrested, it does the vanilla jail sequence. In the debug menu "main" is set to false... Is this a problem with my settings, or...?

Posted

I notice that some of the time, after the guards arrest me, they forget they arrested me, and arrest me again, this time on a 0 gold bounty, might be just the merc guards from my bandit raids mod, but I think sometimes the normal guards do it too

Posted

Might just be me and my horrible skills at modding Skyrim, but it just flat out doesn't work for me... Its in Sky UI, but whenever I get arrested, it does the vanilla jail sequence. In the debug menu "main" is set to false... Is this a problem with my settings, or...?

After getting arrested, it will be set to true. It is not running otherwise.

 

Hard to say why it isn't working in your particular game. It works for most people, and if you see it in MCM, that means it's correctly installed.

 

Have you had previous versions of the mod running? If so, have you cleaned out the old files from those?

 

If you can send me a log from your game where arrest fails, I can have a look at it.

Posted

I notice that some of the time, after the guards arrest me, they forget they arrested me, and arrest me again, this time on a 0 gold bounty, might be just the merc guards from my bandit raids mod, but I think sometimes the normal guards do it too

I think the double arrests are a problem with the vanilla game. I can't do much about that. What I can do is to make sure that if you get arrested again, at least your bounty is not set to zero.

Posted

Ive found when the double arrest happens it doesn't clear your previous crime so if you select to pay it off you warp about a bit but once your back at the guard it porceeds as normal

Posted

Will u make it compatible with Schlongs of Skyrim?

 

Posted

There isnt meant to be sound atm.

 

Ive come across a little problem in whiterun my character was put back in their cell after the pillory but was standing next to the bed when the guard came to have sex with my char and i was bounced out of the cell into the corridor and got a bounty for escaping.

Posted

There isnt meant to be sound atm.

 

Ive come across a little problem in whiterun my character was put back in their cell after the pillory but was standing next to the bed when the guard came to have sex with my char and i was bounced out of the cell into the corridor and got a bounty for escaping.

Before this update I toggled random sex on and off for the jailcell sequence. I learned quite early on that your DB should wait in the middle of the cell, facing the door. Waiting in the middle of the cell goes for all jails, BTW.

Posted

Strange, because when ni the pillory sos doesn't work (flaccid) but with actions from sexlab (guards at cell) it works correctly

Posted

There is no sound when they talk after u get arrested by the guards just subtitle and lip syncing

This is expected, because there are no voice resources added. I just don't have the capacity to do that, and even if I did, it'd not be the same voice actors, etc. :)

Posted

Will u make it compatible with Schlongs of Skyrim?

The plan is to make all sex animations work through SexLab, which will solve SoS integration. For that to work (well) I, or someone, needs to modify SexLab or maybe I just need to understand it better.

 

Anyway, the point is that I need to change some default behavior, so I'm not sure when I can release a fix for this.

Posted

There isnt meant to be sound atm.

 

Ive come across a little problem in whiterun my character was put back in their cell after the pillory but was standing next to the bed when the guard came to have sex with my char and i was bounced out of the cell into the corridor and got a bounty for escaping.

Is the bouncing related to the SexLab knockback? If so, have you tried disabling it. There must be some escape mechanism (or check) and I guess it kind of has to be if you leave the cell. Not sure what else I'd make it...

 

ofc, I could force move the player back to the cell and keep the check disabled until then, but that feels more like a workaround....

Posted

Strange, because when ni the pillory sos doesn't work (flaccid) but with actions from sexlab (guards at cell) it works correctly

For the pillory scene I wrote my own animation sequence code. This means that it doesn't integrate with all the things SexLab does, so SoS won't work well (as an example).

 

This will happen, but ofc I must make sure that things like undressing animation doesn't happen (regardless of player options in MCM) when in the pillory. Or at least not for the player.

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